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

\n

Actions

\n

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

\n

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

\n

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

\n

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

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

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The gargoyle opens its wide mouth to bite its foe.

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The gargoyle strikes out with its claws.

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

\n

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

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

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The spy makes two melee attacks.

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

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A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

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This wooden case can hold up to twenty crossbow bolts.

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This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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

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The bulette opens its wide mouth to bite its foe.

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If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked @JournalEntry[Prone] and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked @JournalEntry[Prone], and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls @JournalEntry[Prone] in the bulette's space.

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The drider has advantage on saving throws against being @JournalEntry[Charmed], and magic can't put it to sleep.

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

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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

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

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

\n

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

\n

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

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"3wBoA7GvO2fw1Qnu","flags":{"_sheetTab":"description"},"name":"Spider Climb","type":"feat","img":"systems/dnd5e/icons/skills/green_23.jpg","data":{"description":{"value":"

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

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

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The drider ignores movement restrictions caused by webbing.

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

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The drider opens its wide mouth to bite its foe.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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\n

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

\n
\n

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

\n

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

\n\n

 

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The drow has advantage on saving throws against being @JournalEntry[Charmed], and magic can't put it to sleep.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"A4OySWt5j3QXyAPW","flags":{},"name":"Innate Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"FLP9nohfMwptWbs5","flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"hU5UtPYTvdDWBNk1","flags":{},"name":"Faerie Fire","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-jade-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"E3zgxTIiU51WLKTm","flags":{},"name":"Dancing Lights","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-sky-2.jpg","data":{"description":{"value":"

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

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

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Spiders are one of the smallest, yet most feared, denizens of our planet. Spiders are arachnids with eight thin legs protruding from their dual-segmented body. Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity. While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes. Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators. Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption. While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels. Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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

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

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The spider ignores movement restrictions caused by webbing.

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The Spider bites you with tiny venemous fangs.

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The target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

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The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

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

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The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

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The xorn makes three claw attacks and one bite attack.

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The xorn strikes out with one of its claws.

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The xorn opens its wide mouth to bite its foe.

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

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

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The bear opens its wide mouth to bite its foe.

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The bear strikes out with its claws.

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

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

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

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

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The octopus can breathe only underwater.

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The octopus wraps the target in its strong rubbery tentacles.

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

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

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The crocodile can hold its breath for 30 minutes.

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

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The crocodile opens its wide mouth to bite its foe.

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If it hits, the target is @JournalEntry[Grappled] (escape DC 16). Until this grapple ends, the target is @JournalEntry[Restrained], and the crocodile can't bite another target.

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The crocodile swings its tail around.

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If it hits and the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked @JournalEntry[Prone].

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NOTE: can only be used against a creature that the crocodile is not grappling.

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Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

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

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Actions

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

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Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is @JournalEntry[Restrained], and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

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The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the its enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is @JournalEntry[Restrained], and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

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The giant throws a rock at its target.

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A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

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

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

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The deer gnashes down with blunted jaw of off-center teeth.

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The wasp lashes out with its stinger.

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If the sting hits, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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

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The insects swarm around the creature biting it from all directions at once.

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

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

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The swarm ignores movement restrictions caused by webbing.

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If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is JournalEntry[Prone], the horse can make another attack with its hooves against it as a bonus action.

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The Warhorse rears up and brings its weight down onto its target.

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

\n
\n

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

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If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked JournalEntry[Prone].

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The elk lowers its head and barrels forward into its target.

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The elk rears up and brings its weight down onto its target.

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(target must be JournalEntry[Prone])

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Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

\n

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions

\n

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

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If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The boar attempts to gore you with its tusk.

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

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The nightmare rears up and brings its weight down onto its target.

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The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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

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

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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

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

\n

Actions

\n

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

\n

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

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

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

\n

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

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

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A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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The centaur rears up and brings its weight down onto its target.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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

\n
\n

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

\n

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

\n

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

\n

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

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

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A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

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

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A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

\n

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

\n

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

\n

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

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A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling.

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A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become @JournalEntry[Poisoned]. While @JournalEntry[Poisoned] in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

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The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be @JournalEntry[Stunned] until the end of the vrock's next turn.

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The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

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The wyvern opens its wide mouth to bite its foe.

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The wyvern strikes out with its claws.

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The wyvern lashes out with its stinger.

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If the sting hits, the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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Lurking within abandoned mines and moist caverns rests the humanoid-sized mushroom dubbed the Violet Fungus.  Named for its vibrant purple cap, the violet fungus loses all semblance to an average mushroom there.  Standing tall upon a thick white trunk, the violet fungus creeps across cavern floors at a laborious pace utilizing tiny cillia-like tendrils at its base.  Keeping this snail’s pace, the violet fungus roams the depths for its preferred sustenance: rotting flesh.  Should a living morsel wander precariously close to the fungus, the violet fungus will lash out with one of four long feeler tentacles rooted deep inside its purple cap.  These feelers contain special enzymes which, upon contact with living flesh, rots the organic material instantly.  Should a creature fall victim to the fungus, it will be consumed along with the other detritus littering the cavern floor.  Violet fungi themselves have a special relationship with the death they consume.  A violet fungus that is destroyed will regrow within two weeks from the remains of its former body should the remains not be fully burned.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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The fungus lunges out with its decaying branch.

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The warhorse skeleton rears up and brings its weight down onto its target.

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When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

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While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

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The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

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The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

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Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

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If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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The Magma Mephit swipes at you with fiery claws.

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The ghoul lunges out with its claws.

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

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The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In wolf form its AC is 12

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The werewolf makes two attacks: one with its bite and one with its claws or spear.

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The werewolf opens its wide mouth to bite its foe.

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

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The werewolf strikes out with its claws.

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The dragon strikes out with one of its claws.

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The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

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The ape makes two fist attacks.

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The ape lunges out with one of its fists.

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The ape throws a rock at its target.

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I once saw a crab so big it had claws what could cut a grown Goliath’s hand clean off and wore a soldier’s helmet as a shell! I swear it’s true!
- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human’s hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

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While perhaps not the most dangerous companion a summoner could wish for, the crab’s ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar’s eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

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The tiny crab clamps down with an encrusted pincer.

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The crab can breathe air and water.

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The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

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The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

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For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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The elemental makes two touch attacks.

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The elemental reaches out its hand to touch a creature.

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If the touch hits and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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

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The energetic weasel strikes with its teeth.

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The crocodile can hold its breath for 15 minutes.

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The crocodile opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 12). Until this grapple ends, the target is @JournalEntry[Restrained], and the crocodile can't bite another target.

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

\n
\n

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

\n

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

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

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

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The rats pile around and over their victim feasting on a banquet of flesh.

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The mouther opens its wide mouth to bite its foe.

\n
\n

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

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

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

\n

On a 1 to 4, the creature does nothing.

\n

On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction.

\n

On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be @JournalEntry[Blinded] until the end of the mouther's next turn.

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The giant makes two greatclub attacks.

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A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

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The giant throws a rock at its target.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil can't be @JournalEntry[Frightened] while it can see an allied creature within 30 feet of it.

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The devils beard animates and stabs itself at you.

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If it hits the target must succeed on a DC 12 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. While @JournalEntry[Poisoned] in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

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If it hits and if the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

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The devil makes two attacks: one with its beard and one with its glaive.

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The shadow can move through a space as narrow as 1 inch wide without squeezing.

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While in dim light or darkness, the shadow can take the hide action as a bonus action.

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While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

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The shadow lurchers forward reaching out toward you.

\n
\n

If strength drain hits the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

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A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

\n

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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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

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The vulture snaps at you with its crimson beak.

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The vulture rakes at your eyes with hooked avian talons.

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The Blood Hawk is a variety of the common hawk species (detailed previously in this tome) which takes its name from the blood red color of its plumage as well as the bird’s overly aggressive nature towards any other living creature. Blood hawks are fearsome little raptors, swooping down from the skies above like a crimson bolt to harry their quarry with vicious talons and a honed, dagger-sharp beak.

\n

Fearless Flyers. Though almost unrecognizable in a grouping of fellow hawk species, the blood hawk eschews the solitary ways of its feathered brethren. Seemingly empty of aggression towards others of their kind, blood hawks swarm in large flocks who hunt with precision unison. Razor sharp talons easily slice through cloth and flesh to leave deep, weeping gashing in their prey. The blood hawks need only wait and watch with their keen little eyes after their initial barrage as the target will slowly bleed out into the dirt, the birds’ talons having severed crucial arteries. It should always be a priority to the adventurer to check the plumage of a bird before straying too close. Take it from this traveler, red means you’re dead!

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The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The hawk snaps at you with its crimson beak.

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\"...I once saw a crab so big it had claws what could cut a grown Goliath's hand clean off and wore a soldier's helmet as a shell! I swear it's true!!!\"

\n

- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human's hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

\n
\n

While perhaps not the most dangerous companion a summoner could wish for, the crab's ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar's eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

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The crab can breathe air and water.

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The crab clamps down with its formidable claw.

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If it hits the target is @JournalEntry[Grappled] (escape DC 11). The crab has two claws, each of which can grapple only one target.

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Panthers are large stealthy jungle cats who tread silently and ambush their quarry from the cover of the shrouded jungle foliage.  Coming in coat varieties of tawny and yellow splotches to pure, midnight black, panthers are characterised by their sleek, short haired bodies and large canine teeth utilized for piercing and tearing.  These cats come armed with a full set of retractable claws at the end of muscular paws the size of dinner plates.  Panthers are among the deadliest predators lurking within the jungle.  Though stealthy, panthers may be easily scared away by persistent humanoids if the beast is not defending a fresh kill as the creature knows when to fight and when to flee should the odds not be in the panther’s favor.  Panthers are swift climbers as well and have the ability to haul a fully grown antelope corpse up and into a tree to be consumed in privacy.

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If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the panther can make one bite attack against it as a bonus action.

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

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The panther gnashes out with its teeth.

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The panther reaches out its paw to strike its foe.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil makes three attacks: two with its claws and one with its sting.

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The devil strikes out with one of its claws.

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The devil lashes out with its stinger.

\n
\n
\n

If the sting hits, the target must succeed on a DC 14 Constitution saving throw or become @JournalEntry[Poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","piercing"]],"versatile":"5d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true,"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":400001}]} -{"_id":"Aw2wmqGIatxe2ImI","name":"Cloud Giant","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":27,"min":3,"proficient":0,"mod":8,"save":8},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":22,"min":3,"proficient":1,"mod":6,"save":10},"int":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":16,"min":3,"proficient":1,"mod":3,"save":7},"cha":{"value":16,"min":3,"proficient":1,"mod":3,"save":7}},"attributes":{"ac":{"min":10,"value":14},"hp":{"value":200,"min":0,"max":200,"temp":0,"tempmax":0,"formula":"16d12 + 96"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":4,"speed":{"value":"40 ft.","special":""},"spellcasting":"cha","spelldc":15,"spellLevel":0},"details":{"alignment":"Neutral Good Evil","biography":{"value":"","public":""},"race":null,"type":"Giant","environment":"Mountain","cr":9,"xp":{"value":5000},"source":"MM pg. 154","class":{},"spellLevel":9},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":8,"bonus":0,"passive":18},"dec":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":1,"ability":"wis","mod":7,"bonus":0,"passive":17},"itm":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":1,"ability":"wis","mod":7,"bonus":0,"passive":17},"prf":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"per":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13}},"traits":{"size":"huge","senses":"","languages":{"value":["common","giant"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"0","max":"0"},"spell2":{"value":"0","max":"0"},"spell3":{"value":"0","max":"0"},"spell4":{"value":0,"max":0},"spell5":{"value":"0","max":"0"},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":"0","max":"0"},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cloud Giant","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Aw2wmqGIatxe2ImI","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"4xg2sYoD5Z4lRmkT","flags":{"_sheetTab":"description"},"name":"Keen Smell","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100000},{"_id":"WFfPQjdkfYdIIiZT","flags":{"_sheetTab":"description"},"name":"Innate Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

\n

At will: detect magic, fog cloud, light

\n

3/day each: feather fall, fly, misty step, telekinesis

\n

1/day each: control weather, gaseous form

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"pH1i4SwsZRV3rq3v","flags":{"_sheetTab":"description"},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The giant makes two morningstar attacks.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200001},{"_id":"Jr0CfxY8xuFT6hoa","flags":{"_sheetTab":"details"},"name":"Giant Morningstar","type":"weapon","img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":40,"price":"15","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":300001},{"_id":"NXgSHbDNtVbxsItU","flags":{"_sheetTab":"details"},"name":"Giant Rock","type":"weapon","img":"systems/dnd5e/icons/spells/rock-plain-1.jpg","data":{"description":{"value":"

The giant throws a rock at its target.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":400001},{"_id":"7dvB1MOEWrB2Bacn","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8x62AVYsSsFIrNQ3","flags":{},"name":"Fog Cloud","type":"spell","img":"systems/dnd5e/icons/spells/fog-water-air-2.jpg","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"p2duxAMMEiya3xeC","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"YzSmgcm1iB2jiMme","flags":{},"name":"Feather Fall","type":"spell","img":"systems/dnd5e/icons/spells/wind-magenta-2.jpg","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5CeklSDOtVRcw7Ow","flags":{},"name":"Fly","type":"spell","img":"systems/dnd5e/icons/spells/link-spirit-1.jpg","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2Pd4m73pPHpWJqcI","flags":{},"name":"Misty Step","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-air-1.jpg","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NlAfFuuUM2T49wCd","flags":{},"name":"Telekinesis","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-air-3.jpg","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the spell.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

\n

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"aM9XWV9WEslCotvD","flags":{},"name":"Control Weather","type":"spell","img":"systems/dnd5e/icons/spells/wind-sky-3.jpg","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

\n

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Wx6FHxcSSoJZJlIV","flags":{},"name":"Gaseous Form","type":"spell","img":"systems/dnd5e/icons/spells/fog-acid-2.jpg","data":{"description":{"value":"

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

\n

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

\n

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

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The dragon lunges out with its teeth.

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The dragon uses one of the following breath weapons.

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The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

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The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

\n

Cantrips (at will): mage hand, minor illusion, ray of frost

\n

1st level (4 slots): charm person, detect magic, sleep

\n

2nd level (3 slots): detect thoughts, hold person

\n

3rd level (3 slots): lightning bolt, water breathing

\n

4th level (3 slots): blight, dimension door

\n

5th level (2 slots): dominate person

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The naga opens its wide mouth to bite its foe.

\n
\n

If it hits the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"7d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"3MIiMJMdFbsbSFnb","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"omQlBThDa8c8BLv9","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5dIYng5MfKLw9FOB","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"fPpMfsz9yW9Vsidd","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"XQYEEuZuQvzqwmVm","flags":{},"name":"Detect Thoughts","type":"spell","img":"systems/dnd5e/icons/spells/light-eerie-2.jpg","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IqODj6ErLeMmctT0","flags":{},"name":"Hold Person","type":"spell","img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"SclsGC07QwROjWf8","flags":{},"name":"Lightning Bolt","type":"spell","img":"systems/dnd5e/icons/spells/lightning-blue-2.jpg","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"PR6y8fMbUsMmTFwU","flags":{},"name":"Water Breathing","type":"spell","img":"systems/dnd5e/icons/skills/blue_36.jpg","data":{"description":{"value":"

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ZI5XLH1S8xnxubaL","flags":{},"name":"Blight","type":"spell","img":"systems/dnd5e/icons/spells/rip-acid-3.jpg","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"spell"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"O0wJVD825doaXCWY","flags":{},"name":"Dimension Door","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"pYfnUjmQQRfYJcSj","flags":{},"name":"Dominate Person","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001}]} -{"_id":"BUCfQ7ihaXX75Vai","name":"Dust Mephit","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3},"dex":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"con":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"int":{"value":9,"min":3,"proficient":0,"mod":-1,"save":-1},"wis":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":10,"min":3,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":12,"value":12},"hp":{"value":17,"min":0,"max":17,"temp":0,"tempmax":0,"formula":"5d6"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Fly 30 ft."},"spellcasting":"cha","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"

Challenge 1/2 (100 XP)

\n

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be @JournalEntry[Blinded] for 1 minute. A @JournalEntry[Blinded] creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

\n

Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. Actions

\n

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

\n

Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be @JournalEntry[Blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

","public":""},"race":null,"type":"Elemental","environment":"Desert","cr":0.5,"xp":{"value":100},"source":"MM pg. 215","class":{},"spellLevel":1},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"prc":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":12},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ste":{"value":1,"ability":"dex","mod":4,"bonus":0,"passive":14},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"sm","senses":"","languages":{"value":["auran","terran"],"custom":""},"di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":["poisoned"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"1","max":"1"},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":"","max":0},"legres":{"value":"","max":0},"lair":{"value":false,"initiative":0}}},"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Dust Mephit","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"BUCfQ7ihaXX75Vai","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"v3i1DaUS4Bkc8Ser","flags":{"_sheetTab":"description"},"name":"Death Burst","type":"feat","img":"systems/dnd5e/icons/skills/yellow_01.jpg","data":{"description":{"value":"

When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be @JournalEntry[Blinded] for 1 minute. A @JournalEntry[Blinded] creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":null,"type":"day"},"ability":"con","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":"con"},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"muKb2wMq6khBe1yH","flags":{"_sheetTab":"description"},"name":"Innate Spellcasting (1/Day)","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

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The mephit strikes out with its claws.

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The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be @JournalEntry[Blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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

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The horse rears up and brings its weight down onto its target.

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The giant makes two greataxe attacks.

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The giant throws a rock at its target.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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

\n
\n

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

\n

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

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The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"FA3jpb8uEewm81am","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"lCbFAxmmdZq5iNPI","flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"kQ7NemFFPEtQUZgc","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"SZu6KvZ5jyNqamsF","flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"c6RtpDfZ4mpNo1Ka","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CebfFzlNbHsUEd3I","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

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

\n

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

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"1","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"CqQ6pXQA5WXZNOm3","name":"Harpy","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":13,"min":3,"proficient":0,"mod":1,"save":1}},"attributes":{"ac":{"min":11,"value":11},"hp":{"value":38,"min":0,"max":38,"temp":0,"tempmax":0,"formula":"7d8 + 7"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"Fly 40 ft.","special":"Walk 20 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"

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

\n

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

\n

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

\n

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be @JournalEntry[Charmed] until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is @JournalEntry[Incapacitated]. While @JournalEntry[Charmed] by the harpy, a target is @JournalEntry[Incapacitated] and ignores the songs of other harpies. If the @JournalEntry[Charmed] target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A @JournalEntry[Charmed] target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

\n

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

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The harpy strikes out with its claws.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be @JournalEntry[Charmed] until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is @JournalEntry[Incapacitated]. While @JournalEntry[Charmed] by the harpy, a target is @JournalEntry[Incapacitated] and ignores the songs of other harpies. If the @JournalEntry[Charmed] target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A @JournalEntry[Charmed] target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

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The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

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

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The wererat opens its wide mouth to bite its foe.

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

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

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Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

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

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The knight has advantage on saving throws against being @JournalEntry[Frightened].

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The knight makes two melee attacks.

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A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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

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

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

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

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The bear gnashes out with its teeth.

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The bear reaches out with its claws to rend its foe.

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Snakes rank among the most plentiful and diverse reptiles to slither across our planet's surface. Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds. Though there are many species of snake, we will only discuss the poisonous varieties within this article. Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils. While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat. The devious snake, however, has so much more beneath its scaly surface.

\n

Don't Tread on Me. Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings. Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance. While the creature's eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them. Snakes \"smell\" with their tongues! Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues. Within the snake's mouth lies its most deadly asset in the form of two, hollow fangs. Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight. The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs. Then it's only a matter of moments until the poor creature is left dead by the snake's potent toxins. While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles. Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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The nimble snake lashes out with its dripping fangs.

\n
\n

If the target is hit it must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

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A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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

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The hawk snaps at you with its crimson beak.

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The Eagle rakes at your eyes with hooked avian talons.

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\".... an' then he tells me, he says, \"Mick! You can't think you'll pull one over on the Crown's Guard again? Not this time!\" he says. Well, ol' Mickey's got a trick or two up his sleeve for just such an occasion. Ain't no need for tricks n' chases when I've snagged an ol' bottle o' them Purple Posies spirits ol' Captain Murrnaband is always prattlin' on about. Ain't no guard as smart or handsome as Mickey Tenteeth!\"

\n
\n

- A story overheard from The Friendly Flumph Inn

\n

Who among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!

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

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

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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A proud scream from on high, a blur of feathers, and the sharp embrace of long, needle sharp talons upon your flesh mark that you may have angered this raptor: the Eagle. Eagles are noble birds who traverse the skies of our woodlands and mountains in search of fatty fish, rodents, or reptiles to keep them well-fed. Eagles have wingspans as tall as any humanoid, often reaching upwards of six and a half to seven feet long! It is with these powerful wings and their keen vision that an eagle can surprise its prey from soaring heights, giving the avian the element of surprise on unsuspecting prey. I myself have witnessed an eagle swoop down from on high and scoop up a noble woman’s small pet terrier, wrenching the yowling canine from the lady’s grasp before fading away into the afternoon skies. Truly these birds are powerful specimens!

\n

Touch the Sky. The eagle prefers solitude when it can find it. The birds nest in homemade eyries, or nests, high above the world on mountain cliff faces. Here in the eyrie, the eagles lay their clutch of two eggs and raise a tiny, insular family with the female (and often much larger) chick taking dominance over any male born into the clan. The chicks grow under the care of their parents, being fed on a diet of regurgitated food until they are large enough to learn how to fly on their own. At this point, baby eagles are shunned from the nest and forced out into the world to fend for themselves.

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Lone Ranger. Eagles make fine companions for those who understand that these birds of prey are no mere pet, but an equal ally in their adventurers. Rangers seem particularly fond of the eagle as a hunting partner, as the birds may roam far and wide during a hunt and bring their master back any spoils they’ve found on their quest. This specialized form of modern falconry utilizes the eagles as trackers as well, as the eagle may spot prey from a great distance, then return to their master and guide them towards the quarry. Should you be adventuring out into the world and have the patience for such a companion, perhaps consider the eagle as a recommended choice for seasoned hunters.

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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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The Eagle rakes at your eyes with hooked avian talons.

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The pegasus rears up and brings its weight down onto its target.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't @JournalEntry[Incapacitated] and the assassin doesn't have disadvantage on the attack roll.

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The assassin makes two shortsword attacks.

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

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If it hits the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

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If it hits the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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This wooden case can hold up to twenty crossbow bolts.

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The wraith can move through other creatures and objects as if they were difficult terrain. it takes 5 (1d10) force damage if it ends its turn inside an object.

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

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The wraith reaches out its lifeless hand.

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If it hits, the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

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

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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The wolf lunges out with its teeth.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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Frogs are the most common amphibian to inhabit our planet. Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs. This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog. Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!). Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages. This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

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Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail. Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water. Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form. Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”. What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

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The frog can breathe air and water.

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The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

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The cockatrice lunges out trying to bite its foe.

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If it hits the target must succeed on a DC 11 Constitution saving throw against being magically @JournalEntry[Petrified]. On a failed save, the creature begins to turn to stone and is @JournalEntry[Restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @JournalEntry[Petrified] for 24 hours.

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Mimicry is a favored trick of those with the capacity for magic and the Flying Sword is an example of the simplest yet most effective mimicry in the arcane realm.  A flying sword is just that: a sword which flies.  Enchanted by a mage (typically for the purpose of guarding a home, study, or tower) the magical flying sword rests peacefully wherever its master has left it.  These enhanced blades are given simple instructions such as, “Kill any intruders”, and until such a prompt is met, the sword will sit motionless.  While motionless, the sword is indistinguishable from any ordinary sword (excepting to those trained in seeing magical auras) which exemplifies the swords most dastardly characteristic.  Like this, the sword can rest for ages until its prompt is met and the weapon springs to life.  The sword will float from its hiding place, then slash and stab at any foolish trespassers with the confidence of a trained warrior until it is destroyed or its foes lay dead.  Upon destruction the spell placed upon the sword is dissolved and the object returns to normal.

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\n

Author’s Note: Wary adventurers should be on alert for other weaponry such as Clubs, Axes, Crossbows, or Hammers as the enchantment can be used on most common weaponry.

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While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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The sword is JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall @JournalEntry[Unconscious] for 1 minute.

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Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

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The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The shark can breathe only underwater.

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The shark brings its large teeth to bare.

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Camels are a unique species of even-toed ungulates who thrive within the deserts and arid climates of our planet. Known the world over for their large back humps (varying in number between one or two humps depending on species), camels have become an integral part of desert life due to their rugged albeit stubborn nature, nutritious meat and milk, and transportation utility. Camels have been domesticated for millennia. Highly sought after for their ability to survive within the harshest of deserts, the earliest records of camels in our world show them as domestic pack animals (much as they are utilized today) carrying heavy cargo across sandy expanses of inhospitable desert. The noble camel, however, may hold more secrets than its surface reveals.

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Watch Out, They Spit. When asking a commoner about the camel’s most unique feature they will undoubtedly tell you that it is the fleshy humps upon the camel’s tall back. Commonly, these humps were thought to hold a reservoir of fresh water so the camel may survive the sandy dunes of its homeland; this is, however, not the case at all. Dissection of the dromedary beast has shown researchers that these humps are actually composed of fatty tissue which have collected into the humps as to not overheat the beast by being spread across the body. Camels, in fact, need only drink once every tenday as their insulated coat keeps them at an adequate temperature and they absorb sufficient water vapor through exhaling via the nostrils. Camels also have a leathery mouth-lining allowing the herbivores to chew and swallow even the throniest of cacti should they require water in such a fashion. Should you be in the desert and in need of a sturdy beast, adventurer, why not invest your gold into the camel? Just be mindful, they enjoy spitting on those they do not trust!

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The camel swoops its head down towards you with its large flat molars.

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

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The sea horse can breathe only underwater.

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

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Actions

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

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

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

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

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The tiger opens its wide mouth to bite its foe.

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The tiger strikes out with its claws.

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

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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

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

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The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also @JournalEntry[Grappled] by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

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While the mimic remains motionless, it is indistinguishable from an ordinary object.

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The mimic has advantage on attack rolls against any creature @JournalEntry[Grappled] by it.

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The mimic whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

\n

If the mimic is in object form, the target is subjected to its Adhesive trait.

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The mimic opens its wide mouth to bite its foe.

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If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked @JournalEntry[Prone].

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

\n

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

\n

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

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

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

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

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

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IJ6p0c0QNJpaZ2F0","flags":{},"name":"Dispel Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-sky-3.jpg","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"spell","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"oSSTtEGfLr6l3oEv","flags":{},"name":"Entangle","type":"spell","img":"systems/dnd5e/icons/spells/vines-acid-2.jpg","data":{"description":{"value":"

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

\n

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

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IlcmYK7nyFyaKllZ","flags":{"_sheetTab":"description"},"name":"Magic Resistance","type":"feat","img":"systems/dnd5e/icons/skills/blue_18.jpg","data":{"description":{"value":"

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

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The unicorn's weapon attacks are magical.

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

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The unicorn rears up and brings its weight down onto its target.

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 Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

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

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

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

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The unicorn makes one attack with its hooves.

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

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

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

\n

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

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

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A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

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

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

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The grimlock can't use its blindsight while @JournalEntry[Deafened] and unable to smell.

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

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

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

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While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

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

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The cloaker opens its wide mouth to bite its foe.

\n
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If it hits and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is @JournalEntry[Blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

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The cloaker swings its tail around.

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Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become @JournalEntry[Frightened] until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

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The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

\n

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

\n

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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The rex opens its wide mouth to bite its foe.

\n
\n

If it hits, and if the target is a Medium or smaller creature, it is @JournalEntry[Grappled] (escape DC 17). Until this grapple ends, the target is @JournalEntry[Restrained], and the tyrannosaurus can't bite another target.

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The rex swings its tail around.

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Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

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If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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The golem is immune to any spell or effect that would alter its form.

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Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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The golem has advantage on saving throws against spells and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two slam attacks.

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The golem swings its fists towards you!

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Skittering through the undergrowth of a dark forest or wriggling free from the dilapidated stone walls of a dank catacomb, giant centipedes resemble their miniscule cousins in all ways beyond size.  These slithering, scuttling arthropods are nearly the size of a small dog with sharpened mandibles measuring several inches in length at the tip of their head.  Much like the average centipede, these creatures bear the multitude of slinking legs flanking both sides of its tubular body and seethe with the aggression of a wild boar.  Giant centipedes think little beyond their next meal and will attack nearly any creature who enter into their territory, lashing out with their crushing mandibles capable of breaking through leather armor with ease.  Once the centipede has successfully gripped its victim with its pinching mandibles, it delivers a potent poison into its target’s blood stream which (in rare cases) may act as a minor paralytic should the creature fall unconscious while poisoned.  Keep an eye out while donning your boots should you choose to rest within the domain of the giant centipede.

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The centipede gnashes out with its teeth.

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“Hey there Mr. Goodberry lookie here! I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard. These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes. What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces. Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe. Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options! However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids. The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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The tiny lizard bites you with miniature teeth.

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The dragon can breathe air and water.

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

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The dragon opens its wide mouth to bite its foe.

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

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

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

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

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

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Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

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When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

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As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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The magmin reaches out its hand to touch a creature.

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If the touch hits and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

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The ghast opens its wide mouth to bite its foe.

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The ghast strikes out with its claws.

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

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

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

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The dragon opens its wide mouth to bite its foe.

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The dragon uses one of the following breath weapons.

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

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

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This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In boar form its AC is 11

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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

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

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The wereboar attempts to gore you with its tusk.

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

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This heavy two-handed mace crushes metal and bone with thunderous force.

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

\n

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

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

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The baboon bites at you with an animalistic frenzy.

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

\n

","public":""},"race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"xp":{"value":450},"source":"MM pg. 346","class":{},"spellLevel":2},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"nat":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":13},"prc":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["druidic","custom"],"custom":"any two languages"},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"0","max":"0"},"spell2":{"value":"0","max":"0"},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":400000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Druid","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"K15Yl8JmB5iPircc","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"07sdy4qaaW4MaB8W","flags":{"_sheetTab":"description"},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

\n

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

\n

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

\n

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

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

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

\n

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

\n

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

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

\n

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

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"BdApmAz4M3id4rnL","flags":{},"name":"Longstrider","type":"spell","img":"systems/dnd5e/icons/spells/wind-sky-1.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"lXZnkgspOXxSoLPF","flags":{},"name":"Speak with Animals","type":"spell","img":"systems/dnd5e/icons/spells/wild-jade-1.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2ZxbeICwcq94lFTU","flags":{},"name":"Thunderwave","type":"spell","img":"systems/dnd5e/icons/spells/lightning-jade-1.jpg","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6DpP5JZ3gznrULif","flags":{},"name":"Animal Messenger","type":"spell","img":"systems/dnd5e/icons/spells/wild-jade-1.jpg","data":{"description":{"value":"

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

\n

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

\n

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

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

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

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A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

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The hydra can hold its breath for 1 hour.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being @JournalEntry[Blinded], @JournalEntry[Charmed], @JournalEntry[Deafened], @JournalEntry[Frightened], @JournalEntry[Stunned], and knocked @JournalEntry[Unconscious]. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

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

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While the hydra sleeps, at least one of its heads is awake.

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

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The hydra opens its wide mouth to bite its foe.

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The ape makes two fist attacks.

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The ape lunges out with its fist.

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The ape throws a rock at its target.

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

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The insects swarm around the creature biting it from all directions at once.

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A creature reduced to 0 hit points by a swarm of centipedes is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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The dragon can breathe air and water.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

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The ettin has advantage on Wisdom (Perception) checks and on saving throws against being @JournalEntry[Blinded], @JournalEntry[Charmed], @JournalEntry[Deafened], @JournalEntry[Frightened], @JournalEntry[Stunned], and knocked @JournalEntry[Unconscious].

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When one of the ettin's heads is asleep, its other head is awake.

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The ettin makes two attacks: one with its battleaxe and one with its morningstar.

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A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

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A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

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The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

\n

At will: druidcraft 3/day each: entangle, goodberry

\n

1/day each: barkskin, pass without trace, shillelagh

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

\n

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

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"FNz3TuwOTx2PRjgB","flags":{},"name":"Druidcraft","type":"spell","img":"systems/dnd5e/icons/spells/vines-jade-1.jpg","data":{"description":{"value":"

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

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Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

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

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

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

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The dryad has advantage on saving throws against spells and other magical effects.

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The dryad can communicate with beasts and plants as if they shared a language.

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Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically @JournalEntry[Charmed]. The @JournalEntry[Charmed] creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts @JournalEntry[Charmed] at a time.

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Adorned in shells and brightly hued aquatic plants, the Merfolk who inhabit the oceans of our world are truly unique in their evolution. Though many modern researchers do not abide by this tale, it is rumored that Merfolk evolved from a colony of humans whose city sank below the waves in a catastrophic accident. The Merfolk themselves, however, choose neither to confirm or deny this tale. Very basically, Merfolk resemble an average humanoid with a few key differences. Where one would expect to find legs beneath the torso of a human, they would instead find the powerful tail of a relatively sized fish. Merfolk also have frilled gills adorning their necks allowing them to breathe the salty waters of the ocean's depths. Several additional fins grace the Merfolk's lithe body about the biceps and hips. Upon the Merfolk's humanoid head rests a single, large frill webbed by translucent skin which may raise or fold back depending on the Merfolk's mood.

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Murmaider. Merfolk live along the coastal waters of continental shelves, rarely allowing themselves to drift down into the darker depths of the ocean's abyss. Here in the more shallow tides, the Merfolk build their homes into thriving coral reefs, labyrinthian undersea caverns, and even the hollowed out remains of once coastal cities or sunken vessels. Anywhere shrouded from the view of prying land-dwellers makes the perfect home for a Merfolk. The Merfolk's reclusiveness is so well known, that mariners would tell fanciful tales of meeting a Merfolk for a midnight tryst, only to be abandoned at sunrise by the elusive creature. Most of the mariner's fellows would shove the notion aside, having never seen a living or dead Merfolk in all their years at sea. This is not to say that Merfolk will flee from intruders should an unfortunate landlubber find their way into a Merfolk's abode. Armed with spears of sharpened coral and powerful webbed hands ending in dagger-like barbs the Merfolk are well equipped to defend themselves within their aquatic homes. Take care on the open seas, adventurer, and never run afoul of the Merfolk.

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The merfolk can breathe air and water.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil makes two attacks with its chains.

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The devil lashes a chain towards you.

\n
\n

If it hits the target is @JournalEntry[Grappled] (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is @JournalEntry[Restrained] and takes 7 (2d6) piercing damage at the start of each of its turns.

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Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

\n

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is @JournalEntry[Incapacitated] or dies.

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When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be @JournalEntry[Frightened] until the end of its turn.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

\n

At will: darkness, invisibility

\n

1/day each: charm person, cone of cold, gaseous form, sleep

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The oni's weapon attacks are magical.

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The oni makes two attacks, either with its claws or its glaive.

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The oni strikes out with one of its claws.

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A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"XdHhKpjuuzhnHFST","flags":{"_sheetTab":"description"},"name":"Change shape","type":"feat","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"DMmYrnvjdFGQgl9z","flags":{"_sheetTab":"description"},"name":"Regeneration","type":"feat","img":"systems/dnd5e/icons/skills/red_33.jpg","data":{"description":{"value":"

The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"iQ9oMvkYdGiLbOm7","flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"bv3JBxBKqZC8v8nn","flags":{},"name":"Invisibility","type":"spell","img":"systems/dnd5e/icons/spells/fog-sky-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Agqr1hnuqnhBNgYq","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"yHQn7ZK82eaESdZ9","flags":{},"name":"Cone of Cold","type":"spell","img":"systems/dnd5e/icons/spells/ice-blue-3.jpg","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"GmktgRgXDpGbMXMX","flags":{},"name":"Gaseous Form","type":"spell","img":"systems/dnd5e/icons/spells/fog-acid-2.jpg","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"X7zpSL5rrVWY6gco","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001}]} -{"_id":"LBf4Yyuv0i8pALW7","name":"Orc","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2},"wis":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":10,"min":3,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":11,"value":13},"hp":{"value":15,"min":0,"max":15,"temp":0,"tempmax":0,"formula":"2d8 + 6"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"","public":""},"race":null,"type":"Humanoid","environment":"Underdark","cr":0.5,"xp":{"value":100},"source":"MM pg. 246","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"med","senses":"Darkvision 60 ft.","languages":{"value":["common","orc"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":"","max":0},"legres":{"value":"","max":0},"lair":{"value":false,"initiative":0}}},"flags":{"_sheetTab-sidebar":"traits","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Orc","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"LBf4Yyuv0i8pALW7","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"MY9hQkOnh2onjZEh","flags":{},"name":"Hide Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/hide.png","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}}},{"_id":"Y13FKwhDhgo6rRq0","flags":{"_sheetTab":"description"},"name":"Aggressive","type":"feat","img":"systems/dnd5e/icons/skills/red_22.jpg","data":{"description":{"value":"

As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":null,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":"","max":"","per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"uCiJ1ngh3gG9Ly6f","flags":{},"name":"Greataxe","type":"weapon","img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":"30","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"5rud7g8MZkkAkUc0","flags":{},"name":"Javelin","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"5","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"LPdX5YLlwci0NDZx","name":"Raven","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"dex":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"con":{"value":8,"min":3,"proficient":0,"mod":-1,"save":-1},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":12,"value":12},"hp":{"value":1,"min":0,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 1"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"prof":2,"speed":{"value":"10 ft. ","special":"Fly 50 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight. The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects. However, something truly special lurks behind the dark abyss of this bird’s eyes. Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

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Musings and Mimicry. Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly. From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom. Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless! You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku. Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them. Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

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The manticore strikes out with one of its claws.

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The manticore fires a tail spike at you.

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Related to the fey pixie who dances merrily through sunlit glades, Sprites resemble their more fanciful kin in size only.  Sprites are tiny humanoids held aloft by a pair of dragonfly’s wings who inhabit glades dappled with mushrooms, wild flowers, and occasionally fellow fey creatures such a living trees whom allow the Sprites to construct villages within their ample boughs.  Here in the bosom of nature’s serenity the Sprites exist with one purpose: protect their home at all costs.  Unlike their Pixie kin, Sprites are fearsome warriors and adept poison crafters willing to lay down their lives to protect their glade.  Should an intruder enter into their territory, the Sprites will take to the trees and bushes causing all manner of racket in an attempt to scare off the intruder without conflict.  If the intruder remains, they will dart out and surround the invader, filling it with poison tipped arrows.  The poison is not deadly, rather, it renders the victim unconscious so the Sprites may flee to a safer location within the forest.

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Closer to the Heart. While Sprites make fearsome warriors, they are not without reason in analyzing their enemies.  Upon rendering a creature unconscious, the Sprite can touch the creature and learn the true nature of the creature’s heart, be they good or evil, by “seeing” their heart.  As the heart never lies, the Sprite can make keen judgements about the creature’s intentions and determine if they are truly a threat using this “heart sight”.  In some instances, Sprites have been known to ally themselves with good natured creatures, especially if that creature has come to topple an evil-aligned fey creature in their forest home.

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

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The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

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The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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

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A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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The shark opens its wide mouth to bite its foe.

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Jackals are a species of wild dog who roam the deserts and wilting grasslands of our planet. Jackals are closely related to coyotes, the two species commonly hunt and travel through similar territories causing confusion among untrained researchers. Often a bright golden to light beige tone, the jackal’s fur is marked with notable black stirpes which run horizontally in thick bands across the beasts’ bodies. Jackals have a unique social structure among canids as they most often shirk life with a pack in favor of finding a singular, monogamous mate with whom they remain in a wide territory. This is not to say that some jackals do not form packs; however, it will be more common in your travels to spot a bachelor or breeding pair rather than a whole cluster of these beasts. Much like the savannah’s hyenas, the jackal does not escape the skeptical eye of the trained adventurer as the warning sign of evil upon the horizon. Gifted sentience and the ability of shape-changing by the Demon Lord Graz’zt, newly created beasts dubbed Jackalweres resemble humanoid jackals in their hybrid forms. Now bound to the Demon Lord, the Jackalwere assumes the life of a slaver, plucking unsuspecting humanoids from their comfortable lives by rendering them helpless under the Jackalwere’s magical, sleep inducing gaze. Beware young adventurers, for the small jackal you see feasting upon carrion by the road’s edge may be the servant of a demonic overlord in magical disguise.

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

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The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The hungry jackal circles you warily, waiting for the opportunity to pounce with it's sharp jaws.

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A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

\n

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If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the mammoth can make one stomp attack against it as a bonus action.

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The mammoth lowers its horns and attempts to gore you.

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The mammoth raises its great foot and brings it down with thundrous force.

\n

NOTE: this attack can only be used on a JournalEntry[Prone] creature.

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Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

\n

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

\n

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

\n

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

\n

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The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

\n

At will: disguise self (any humanoid form), major image

\n

3/day each: charm person, mirror image, scrying, suggestion

\n

1/day: geas

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NDHykDE52YcVDvzj","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ekyK2B3pBekiMM36","flags":{},"name":"Mirror Image","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"eXsj54wfmxGKm6xn","flags":{},"name":"Scrying","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ozJoL89JV1uXZMMm","flags":{},"name":"Suggestion","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ksDdjq2GCv4Co14h","flags":{},"name":"Geas","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-air-3.jpg","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the spell ends.

\n

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish spell also ends it.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NOAIWYhQYqQ3MBkN","flags":{"_sheetTab":"description"},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":900001},{"_id":"lZTvbZMSZZoSNo0P","flags":{"_sheetTab":"details"},"name":"Claws","type":"weapon","img":"systems/dnd5e/icons/skills/red_31.jpg","data":{"description":{"value":"

The lamia strikes out with its claws.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"lrBs55NTwz417CPB","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"raIIkB76pv8KA58t","flags":{"_sheetTab":"description"},"name":"Intoxicating Touch","type":"weapon","img":"systems/dnd5e/icons/skills/green_15.jpg","data":{"description":{"value":"

The lamia reaches out its glowing hand.

\n
\n

If it hits the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001}]} -{"_id":"N3ahWNjmxk9Ro1aG","name":"Giant Goat","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":17,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":3,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":10,"value":11},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":2,"speed":{"value":"40 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"","public":""},"race":null,"type":"Beast","environment":"Mountain","cr":0.5,"xp":{"value":100},"source":"MM pg. 326","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"lg","senses":"","languages":{"value":[],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":"","max":0},"legres":{"value":"","max":0},"lair":{"value":false,"initiative":0}}},"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"biography"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Giant Goat","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"N3ahWNjmxk9Ro1aG","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"dBII3VhTvg43aTUI","flags":{"_sheetTab":"details"},"name":"Charge","type":"feat","img":"systems/dnd5e/icons/skills/red_23.jpg","data":{"description":{"value":"

If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":null,"units":null,"type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"str","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":"str"},"featType":"Passive","requirements":"Goat","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"kqrWunjvDSHdnPmW","flags":{"_sheetTab":"description"},"name":"Sure-Footed","type":"feat","img":"systems/dnd5e/icons/skills/green_16.jpg","data":{"description":{"value":"

The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it @JournalEntry[Prone].

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"t8cKnWGtgVCfhW5v","flags":{"_sheetTab":"details"},"name":"Ram","type":"weapon","img":"systems/dnd5e/icons/skills/red_23.jpg","data":{"description":{"value":"

The goat lowers its head and barrels forward into its target.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"NAISFPoNNgUCsEyW","name":"Zombie","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":3,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":6,"min":3,"proficient":1,"mod":-2,"save":0},"cha":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3}},"attributes":{"ac":{"min":8,"value":8},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"3d8 + 9"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"prof":2,"speed":{"value":"20 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"

When the magic of necromancy is utilized upon the preserved flesh of a humanoid, a zombie will rise to serve its dark master.  In much the same way that an animated skeleton is returned from the dead so too are zombies shunted back into this world.  While a skilled spellcaster may animate the dead and command the newly awakened, zombies may also rise in areas of the world saturated with necromantic energy.  In this situation, the zombies will not obey the command of a master, but roam aimlessly in a small area until they either find something to attack and consume or rot away into a pile of inanimate bones.  

\n

Re: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance.  Zombies will still show the wounds or disease scars which slew them upon reanimating.  The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens.  While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger.  Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders.  This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need.  Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety.  It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies.  Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle.  Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands.  The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers!  Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.

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The Zombie swings its decomposing fists towards you!

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The treant deals double damage to objects and structures.

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The treant makes two slam attacks.

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The treant swings its fists towards you!

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The treant throws a rock at its target.

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The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

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The dragon can breathe air and water.

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

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

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The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

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The snake opens its wide mouth to bite its foe.

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The snake wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

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The target is @JournalEntry[Grappled] (escape DC 16). Until this grapple ends, the creature is @JournalEntry[Restrained], and the snake can't constrict another target.

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The pudding can move through a space as narrow as 1 inch wide without squeezing.

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A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

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

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The pudding whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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In addition, if it hits, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

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The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

\n

At will: darkness, detect magic, dispel magic

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1/day each: confusion, fly, power word stun

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The glabrezu has advantage on saving throws against spells and other magical effects.

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The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300001},{"_id":"z7y2vqn8D1tVS8Bn","flags":{"_sheetTab":"details"},"name":"Pincer","type":"weapon","img":"systems/dnd5e/icons/skills/red_20.jpg","data":{"description":{"value":"

The glabrezu reaches out with its vice-like pincer.

\n
\n

If it hits and if the target is a Medium or smaller creature, it is @JournalEntry[Grappled] (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":200001},{"_id":"9TcwUJ7erOcoStFd","flags":{"_sheetTab":"details"},"name":"Fist","type":"weapon","img":"systems/dnd5e/icons/skills/fire_07.jpg","data":{"description":{"value":"

The glabrezu lunges out with one of its fists.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":400001},{"_id":"G3aAuaQo2XuR6TUL","flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"vu2mWlani0t9sJpB","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"FhtMJRVrup9K4POO","flags":{},"name":"Dispel Magic","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-2.jpg","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"o3MdwgbPSlPlcSB2","flags":{},"name":"Confusion","type":"spell","img":"systems/dnd5e/icons/spells/wind-magenta-3.jpg","data":{"description":{"value":"

This spell assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the spell must make a Wisdom saving throw otherwise it will be affected by the spell.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the spell ends for this target.

\n

Higher Levels. When you cast this spell using a level spell slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher spell slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":16,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Three walnut shells.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"obLPeFwtVAi6y5Ho","flags":{},"name":"Fly","type":"spell","img":"systems/dnd5e/icons/spells/link-spirit-1.jpg","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NPnyIfzy6LL20PX5","flags":{},"name":"Power Word Stun","type":"spell","img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001}]} -{"_id":"OQqybZoMeDFn5AFD","name":"Sea Hag","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":13,"min":3,"proficient":0,"mod":1,"save":1}},"attributes":{"ac":{"min":11,"value":14},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"7d8 + 21"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"Swim 40 ft.","special":"Walk 30 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"

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

\n

Death Glare. The hag targets one @JournalEntry[Grappled] creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

\n

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

\n

","public":""},"race":null,"type":"Fey","environment":"Underwater","cr":2,"xp":{"value":450},"source":"MM pg. 179","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"med","senses":"Darkvison 60 ft.","languages":{"value":["aquan","common","giant"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":2900000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Sea Hag","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"OQqybZoMeDFn5AFD","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"GzrP3XeXH07Ouxv8","flags":{},"name":"Amphibious","type":"feat","img":"systems/dnd5e/icons/skills/emerald_05.jpg","data":{"description":{"value":"

The hag can breathe air and water.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100000},{"_id":"2xbGgLWNY3wEDWFf","flags":{"_sheetTab":"description"},"name":"Horrific Appearance","type":"feat","img":"systems/dnd5e/icons/skills/violet_19.jpg","data":{"description":{"value":"

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is @JournalEntry[Grappled] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"I5psaerq5uPqQxq4","flags":{"_sheetTab":"details"},"name":"Claws","type":"weapon","img":"systems/dnd5e/icons/skills/red_31.jpg","data":{"description":{"value":"

The hag strikes out with its claws.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"HVsrcu5PXSdv1tSI","flags":{"_sheetTab":"description"},"name":"Death Glare","type":"feat","img":"systems/dnd5e/icons/skills/water_03.jpg","data":{"description":{"value":"

The hag targets one @JournalEntry[Grappled] creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"kMUd2QjUIw0mMjlU","flags":{"_sheetTab":"description"},"name":"Illusory Appearance","type":"feat","img":"systems/dnd5e/icons/skills/emerald_07.jpg","data":{"description":{"value":"

The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200001}]} -{"_id":"OSKoYxdiQ8jYqOGH","name":"Giant Badger","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":15,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3}},"attributes":{"ac":{"min":10,"value":10},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8 + 4"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Burrow 10 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"
\n

Author’s Note: Please see below the entry for “Badger” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor.  Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot!  Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!
Merchant Lord Ellemond Doughty.

\n
\n

The common forest dwelling badger is a creature of ingenuity and sheer determination.  This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow.  The badger’s coat is decked in marvelous black and white stripes running the length of its body.  With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution.  Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them.  As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense.  The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation.  A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor.  These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators.  It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

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

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

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The badger opens its jaws and reaches for its next victim.

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The badger pulls back its bloodied paw and swings it forward.

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The chuul can breathe air and water.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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The chuul reaches out with its vice-like pincer.

\n
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If it hits the target is @JournalEntry[Grappled] (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures @JournalEntry[Grappled].

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One creature @JournalEntry[Grappled] by the chuul must succeed on a DC 13 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. Until this poison ends, the target is @JournalEntry[Paralyzed]. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

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The dog lunges out with its teeth.

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If the bite hits and if the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become @JournalEntry[Poisoned] until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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The dog has advantage on Wisdom (Perception) checks and on saving throws against being @JournalEntry[Blinded], @JournalEntry[Charmed], @JournalEntry[Deafened], @JournalEntry[Frightened], @JournalEntry[Stunned], and knocked @JournalEntry[Unconscious].

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Sturdy and dutiful, ponies represent a small fraction of the horse breeds currently catalogued. It should be clear that for all identification purposes, ponies are not young horses. Ponies are classified by the naturalists of our lands as any horse who is under a height of 14 hands total. Thus, ponies are simply nothing more than small horses. Ponies often make treasured gifts to the children of upper class society as they are prized for their beauty and calm demeanor. Ponies are also used by the small folk of the realm in a way very similar to how a human would utilize a full-sized horse. It seems the relative scale of the pony is quite pleasing to the halflings and gnomes. I would thus ask you to look for our entries on draft horses, war horses, or simply horses to learn more about the varieties of horses who are described there in further detail.

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The pony rears up bringing its weight down on top of its hooves.

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Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

\n

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

\n

","public":""},"race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"xp":{"value":450},"source":"MM pg. 348","class":{},"spellLevel":2},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":2,"ability":"wis","mod":7,"bonus":0,"passive":17},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"per":{"value":1,"ability":"cha","mod":3,"bonus":0,"passive":13},"rel":{"value":2,"ability":"int","mod":5,"bonus":0,"passive":15},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13}},"traits":{"size":"med","senses":"","languages":{"value":["custom"],"custom":"any two languages"},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"4","max":"4"},"spell2":{"value":"3","max":"3"},"spell3":{"value":"2","max":"2"},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":2500000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Priest","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"PVD5wRdyO7iCJPs1","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"bndaCEOeIP8RgbU1","flags":{},"name":"Chain Shirt","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

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

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As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

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The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): cure wounds, guiding bolt, sanctuary

\n

2nd level (3 slots): lesser restoration, spiritual weapon

\n

3rd level (2 slots): dispel magic, spirit guardians

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A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":"5","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":""},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"WJIXMFazAqVnJYvD","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

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

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

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"tH6t3jEFN0mV3rkr","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"zqrrds5FRY4p6j1q","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IuZhkaFDV6WSInX2","flags":{},"name":"Guiding Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"v6PLMmOtGJLqMa0M","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6feFqORsAsNUdDcU","flags":{},"name":"Lesser Restoration","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-1.jpg","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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The specter can move through other creatures and objects as if they were difficult terrain. it takes 5 (1d10) force damage if it ends its turn inside an object.

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

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The specter reaches out its lifeless hand.

\n
\n

If it hits, the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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\n

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

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

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The swarm of bats flaps around you maddeningly, surrounding you with thousands of tiny fanged bites.

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

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

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The gnoll lashes out with its teeth.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

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Variant: Insect Swarms Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.

\n

Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5 feet.

\n

Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

\n

Swarm of Spiders. A swarm of spiders has the following additional traits.

\n\n

Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.

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

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The insects swarm around the creature biting it from all directions at once.

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

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A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

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The giant throws a rock at its target.

\n
\n

If it hits and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked @JournalEntry[Prone].

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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Large and highly aggressive, the avian Axe Beak has maintained a well-earned reputation as an animal not to be toyed with.  Hailing from grassy plains to thick and sweltering jungles, the Axe Beak resembles the flightless emu in both size and appearance.  The Axe Beak sports a rounded, plump body resting upon two powerful legs built for running and kicking at high speeds.  From the body sprouts a long and graceful neck ending in an unfeathered head tipped with a sharp, wedge-shaped beak.  This beak (reminiscent of a hatchet) is what gives the creature its fearsome name.

\n

Let Me Axe You a Question. Axe Beaks have been studied for quite some time, as their flightless footsteps have been tracked for thousands of years by biologists.  An ancient and relatively unchanged species, the Axe Beak is most notable (aside from the beak) for its temper.  Axe Beaks are incredibly territorial animals and have been known to chase down intruders within their territory for miles before finally calling off the attack.  Shockingly, some Axe Beaks have been domesticated through rigorous, consistent interaction with humanoids.  These beasts may act as riding animals and are powerful enough to support a fully grown Orc warrior.  During battle, should one be unfortunate enough to cross the bird, the Axe Beak will swing its powerful neck in a chopping arc to bring its sharpened beak down upon any unfortunate foe.  Should their beak (which has been known to sever limbs and pierce plate armor) not be enough, the Axe Beak may turn and deliver a devastating kick with one of its powerful, clawed feet.

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The axe beak slashes down with its long curved beak.

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\n

Author’s Note: Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while @JournalEntry[Deafened].

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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The bat gnashes out with its teeth.

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A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.

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Power to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

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The hippogriff makes two attacks: one with its beak and one with its claws.

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The hippogriff snaps at you with its crimson beak.

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The hippogriff strikes out with its claws.

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\n

Author’s Note: Please see below the entry for “Owl” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world.  Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes.  A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents.  As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field.  Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard.  Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep.  Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting.  Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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

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The owl rakes at your eyes with hooked avian talons.

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Shriekers are the most common natural alarm systems found deep within the caverns of the Underdark. Shriekers are massive, humanoid sized mushrooms with porous caps bearing an off-white coloration. Should the Shrieker remain completely still, no observer save those versed in Underdark mycology would notice that this fungus serves another purpose. Upon coming into contact with the Shrieker (typically within a distance of thirty feet) the mushroom will emit a loud, high pitched screech which can alert any creature within three hundred feet in all directions. Tread with caution through the mushroom patches of the Underdark adventurers, should stealth fail you, the Shrieker will be there to alert any foe within earshot!

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While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

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When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.

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Putrid little runts… they ambushed us on the trail before we’d even been made aware we’d entered their “king’s” territory.  They attacked from out of the bushes like a tidal wave of bodies crashing into our cart, all the while gibbering in their foul, snarl of a tongue.  We should have been prepared for them, I recall their weaponry was so poor one bugger was swinging half a broom handle with a small iron spike driven through; nonetheless, they overwhelmed us with their surprise attack and made off with a hefty share of the camp’s rations for the next month.
Captain Will Freidmont of the Upper Wilds Valdyrguard.

\n
\n

Goblins are evil creatures of diminutive stature who exist in almost every corner of the natural world as a constant yet generally manageable threat.  Hailing from a group of creatures called goblinoids (which includes bugbears and hobgoblins), the goblin is a foul humanoid measuring no larger than the average halfling.  Goblins have skin tones varying from light clay to deep chestnut brown to a sickly, acidic green, their hair is thin and greasy, and within their jaws rest cracked and sharpened teeth.  Together with their foaming fellows, goblins form loose collectives or tribes so their power can stand pronounced in numbers.  The tribal life also allows for a crude caste system to erupt from the goblin’s chaotic politics.  All goblins have something to offer to the tribe, be they foragers, slavers, or warriors.  If they cannot contribute, they die.

\n

We Live in a Society.  Capricious to the last, goblins crave nothing more than power and domination of all others around them by any means (including those methods dangerous to the goblin).  Those goblins who possess enough might or cleverness may ascend to the rank of Goblin Boss and command a lair consisting of several dozens goblinoid fellows.  Should ambition prove overwhelming, the boss in rare cases may subjugate nearby lairs of rival goblinoids and crown themselves a Goblin Queen/King.  It has been documented that in one particular case, Queen Greld the Gutripper was able to enslave a camp containing hundreds of orcs, then laid siege to the city of Westerholt close by and sacked the entire city.

\n

Gnash and Bite, Trick and Trap. Goblins maintain some of the most chaotic lairs within the known world, and to accomplish this the goblins require a plethora of slaves.  Not always willing to murder those they plunder, goblins and their kin are known slavers, spiriting away captured humans from merchant wagons to contruct their insidious dungeons.  WIthin a goblin lair is all manner of trap: tunnels leading nowhere, narrow passages no human could pass through, arrow slits, pits lined with spikes, and of course a multitude of alarms to warn the tribe of any impending danger.  Goblins utilize chaotic placement within their lairs to throw off intruders from their hard earned loot which is kept safe within the lair’s heart.

\n

And They Dance About the Flames. Goblins, though commonly thought of as greedy and stupid, leave their chaotic tendancies behind when it comes to the structure of religious worship.  They are beholden in particular to The God of the Goblins, also called They Who Lurk Beneath, who acts as chief of all other gods to the goblinoids.  This god encourages acts of violence, blind cruelty, enslaving others, as well as war amongst the enemies of the goblins.  Goblin tribes will join together in times of worship to dance, perform rituals with blood and bone, build massive bonfires, and sew chaos throughout the lair all in devotion to their evil benefactor.  Goblins, fueled by the spirit of the revelry, will then be exceedingly aggressive and volatile for the days after, raging through the surrounding area to sate the thirst of their cruel god.

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

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

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The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

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The mummy has advantage on saving throws against spells and other magical effects.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100000},{"_id":"ETSXKwNHRzPYjfzR","flags":{"_sheetTab":"description"},"name":"Rejuvination","type":"feat","img":"systems/dnd5e/icons/skills/yellow_32.jpg","data":{"description":{"value":"

A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":400000},{"_id":"yBfV26RwHbwIKOBC","flags":{"_sheetTab":"description"},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

\n

Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith

\n

2nd level (3 slots): hold person, silence, spiritual weapon

\n

3rd level (3 slots): animate dead, dispel magic

\n

4th level (3 slots): divination, guardian of faith

\n

5th level (2 slots): contagion, insect plague

\n

6th level (1 slot): harm

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200000},{"_id":"xPp83cO6AM354O1G","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":900000},{"_id":"ISOpXpsJlAyPtreQ","flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"AW5LdjlVjV1cRaOy","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"QgwOynbi1sYRiWVL","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5FOjIEpgif56pCaS","flags":{},"name":"Guiding Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Ly9NpLnNDMXv6EiS","flags":{},"name":"Shield of Faith","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"M8U9Hy7axIAZY9Hu","flags":{},"name":"Hold Person","type":"spell","img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"7K61kAUHxj3STLNR","flags":{},"name":"Silence","type":"spell","img":"systems/dnd5e/icons/spells/runes-magenta-1.jpg","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"fI46NAQa0o0Zg6qV","flags":{},"name":"Spiritual Weapon","type":"spell","img":"systems/dnd5e/icons/spells/enchant-magenta-2.jpg","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8N1nF4IWIfuFvPtW","flags":{},"name":"Animate Dead","type":"spell","img":"systems/dnd5e/icons/spells/horror-red-2.jpg","data":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NNKQuZzTjMoTHhTa","flags":{},"name":"Dispel Magic","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-2.jpg","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"llf7Y7s3ODcBJ6FD","flags":{},"name":"Divination","type":"spell","img":"systems/dnd5e/icons/spells/beam-blue-2.jpg","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"h13yvCayYwAIiYoP","flags":{},"name":"Guardian of Faith","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-3.jpg","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CVK9JHYEvTdfpsm9","flags":{},"name":"Contagion","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

\n

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"7UVJZmojKddOIVzm","flags":{},"name":"Insect Plague","type":"spell","img":"systems/dnd5e/icons/spells/leaf-jade-3.jpg","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8Lxmaq0rmhrOEj8c","flags":{},"name":"Harm","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"jm0m1aZabofL3Bst","flags":{"_sheetTab":"description"},"name":"Dreadful Glare","type":"feat","img":"systems/dnd5e/icons/skills/shadow_11.jpg","data":{"description":{"value":"

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become @JournalEntry[Grappled] until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also @JournalEntry[Paralyzed] for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":500000},{"_id":"fqM6Zv24iWTs1X9O","flags":{"_sheetTab":"details"},"name":"Legendary Actions","type":"feat","img":"systems/dnd5e/icons/skills/yellow_09.jpg","data":{"description":{"value":"

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":3,"max":3,"per":null,"type":"sr"},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":700000},{"_id":"2tNiuHt7hD0s6jYM","flags":{},"name":"Attack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":1200000},{"_id":"Os0eEymWpLTVR2Xv","flags":{"_sheetTab":"description"},"name":"Blinding Dust","type":"feat","img":"systems/dnd5e/icons/skills/yellow_15.jpg","data":{"description":{"value":"

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be @JournalEntry[Blinded] until the end of the creature's next turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300000},{"_id":"3PBv68cIzTlrzcYe","flags":{"_sheetTab":"description"},"name":"Blasphemous Word (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/shadow_20.jpg","data":{"description":{"value":"

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be @JournalEntry[Stunned] until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":800000},{"_id":"sjY1jcYS6PdmZYKH","flags":{"_sheetTab":"description"},"name":"Channel Negative Energy (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/violet_06.jpg","data":{"description":{"value":"

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":1000000},{"_id":"HTK95e2OHcnGkraj","flags":{"_sheetTab":"details"},"name":"Whirlwind of Sand (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/mech_9.jpg","data":{"description":{"value":"

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be @JournalEntry[Grappled], @JournalEntry[Petrified], knocked @JournalEntry[Prone], @JournalEntry[Restrained], or @JournalEntry[Stunned]. Equipment worn or carried by the mummy lord remain in its possession.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":1100000},{"_id":"ShhxQnaHjqu7Oq4M","flags":{"_sheetTab":"details"},"name":"Rotting Fist","type":"weapon","img":"systems/dnd5e/icons/skills/blood_11.jpg","data":{"description":{"value":"

The mummy swings its rotting fist.

\n
\n

If it hits and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6 + @mod","bludgeoning"]],"versatile":"6d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001}]} -{"_id":"UR2gWLFHmFwG7ReH","name":"Awakened Tree","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":19,"min":3,"proficient":0,"mod":4,"save":4},"dex":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2},"con":{"value":15,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":8,"value":13},"hp":{"value":59,"min":0,"max":59,"temp":0,"tempmax":0,"formula":"7d12 + 14"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"prof":2,"speed":{"value":"20 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"

An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.

\n

","public":""},"race":null,"type":"Plant","environment":"Forest","cr":2,"xp":{"value":450},"source":"MM pg. 317","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"slt":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8},"ste":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"huge","senses":"","languages":{"value":["custom"],"custom":"one language known by its creator"},"di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing"],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Awakened Tree","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"UR2gWLFHmFwG7ReH","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"Q90HYHsZp8MD2iv2","flags":{"_sheetTab":"description"},"name":"False Appearance","type":"feat","img":"systems/dnd5e/icons/skills/green_18.jpg","data":{"description":{"value":"

While the tree remains motionless, it is indistinguishable from a normal tree.

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The tree swings its branch towards you!

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Slithering through the undergrowth of the jungle floor, a long silhouette glides soundlessly over the leaf litter stalking something yet unseen.  The beast is thick about its tubular body, the entire length rimmed with bands of muscle strong enough to suffocate a fully grown deer.  With a stout, club-shaped head and probing tongue, the constrictor snake shimmies ever-so stealthily towards its quarry.  Setting its dulled vision upon the rodent, the snake tastes the air with its forked tongue and pinpoints the rat’s position.  The hunt is over in a flash: striking like an arrow loosed from a bow, the snake sinks its needle-like fangs into the rat’s body before winding coil after coil of its body tightly around the rodent’s chest so it can crush and squeeze the last breath from the tiny beast’s body.  In a single, ugly gulp, the rat disappears into the snake.  Constrictor snakes inhabit, primarily, the jungles of the world and utilize their clever camouflage flecked scales to blend into the surrounding foliage.  Unlike their more venomous cousins, these snakes do not bear the hollow fangs to deliver a deadly dose of neurotoxin; rather, these snakes rely on their brute strength to strangle the life out of their victims.  While most constrictors are no threat to the average humanoid, there are some species large enough to consume a fully grown pony.  Beware the waters and thick brush of the jungle floor as this is where these deadly beasts prefer to hide.

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The snake opens its maw and takes a nibble.

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The snake wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

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The target is @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the creature is @JournalEntry[Restrained], and the snake can't constrict another target.

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Mephits are tiny, humanoid creatures who hail from the elemental planes.  As chaotic as their homeland, mephits are similar in nature to devilish imps and thrive in places where they can sew discord and oppress others of their kind.  Steam mephits are an amalgamation of both water and fire mephits who consider themselves to be the most superior of all mephit varieties.  The shrill little creatures stand only a foot or so in height, their body composed of living steam coalesced into a spindly humanoid form, one end tapering into a pointed beak-like nose.  These mephits hail from the plane set between the elemental plane of fire and elemental plane of water.  This “steam plane” is a boiling, humid world marred by pocked and barren rocky outcrops jettisoning geysers of steam hundreds of feet into the air.  A human unprotected in this environment would see their skin blister away right before their eyes boil from their sockets like runny eggs.  To the steam mephit, however, this is a paradise.  Steam mephits are skilled in very minor magics used to aid them in their tenuous existence on the plane of steam.  The mephit is also able to unleash a small jet of superheated steam from its mouth to scald its enemies should it need to.

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When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

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The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Generic claws attack. Fill in details.

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The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

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A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

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

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The worg lunges toward you with its large jaw ready to rip away a chunk of meat.

\n
\n

If the bite hits and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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Mules are sturdy beasts of burden whom thrive in any climate of our marvelous world. The offspring of a horse and donkey, the now sterile, stubborn mule provides a plentiful sum of benefits from both of its progenitors. Mules can be difficult to tell apart from the common donkey; however, they are easily identified by several features: Mules are taller on average than a donkey with a flatter spine and shorter ears in comparison to a donkey's notoriously floppy ears. Something they retain from their parents is their surefooted nature, allowing mules to pass through difficult terrain such as muddy trails and rocky outcrops with more ease than other beasts. Beware the ass-end of this quiet creature, however, as mules have a mighty kick which they can deliver at force behind themselves much like a horse. Mules make excellent beasts of burden for the traveling merchant or road-bound adventuring party who needs an extra hoof or four to carry along their well-earned spoils. Why not take a mule, young adventurer, should you wager your next gambit at the hands of the goblins will provide you with ample reward?

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The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

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The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it JournalEntry[Prone].

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The mule reers up bringing its weight down into a focused attack through its hooves.

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Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

\n

Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

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Actions

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

\n

Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

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The rust monster gnashes out with its teeth.

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The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

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Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

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The monster reaches out with one of its antennae.

\n
\n

The monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

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

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

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The weasel darts in and bites down with a small but surprisingly sharp jaw!

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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the ankheg can bite only the @JournalEntry[Grappled] creature and has advantage on attack rolls to do so.

\n

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature @JournalEntry[Grappled]. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

\n

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The ankheg opens its wide mouth to bite its foe.

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\n

If it hits and the target is a Large or smaller creature, the target is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the ankheg can bite only the @JournalEntry[Grappled] creature and has advantage on attack rolls to do so.

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The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature @JournalEntry[Grappled]. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

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Author’s Note: Please see below the entry for “Frog” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size. 

\n
\n

Frogs are the most common amphibian to inhabit our planet.  Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs.  This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog.  Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!).  Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages.  This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

\n

Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail.  Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water.  Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form.  Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”.  What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

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The frog can breathe air and water.

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

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The Giant Frog opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 11). Until this grapple ends, the target is @JournalEntry[Restrained], and the frog can't bite another target.

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The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

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

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The swarm opens its wide mouth to bite its foe.

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The swarm uses its alternate attack (for half damage) when its hp drops below half.

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If it hits the target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

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Scorpions are one of nature’s odd mismatches of evolution which then successfully thrives within our natural world. Cousin to the common spider, a scorpion bears nearly no resemblance to the web-spinner beyond its eight legs. Scorpions host a segmented body that culminates in a long, knob-ended tail bearing a needle-like stinger upon its end. This stinger bears a venomous toxin which can range from mildly irritating to direly deadly depending upon the species. At the other end of the scorpion’s body lay two crab-like claws that aid it in gripping prey while the scorpion’s venom works through the unfortunate insect’s body.

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Chitin and Hate. Scorpions may live in a variety of environments, but they are most numerous in deserts and dusty plains. These little arachnids find solace from the harsh rays of the sun within scrub brush, under rocks, and within stolen burrows deep below the earth. From these nestled hideouts the scorpion can quickly lash out at any unsuspecting morsel who wanders into their domain. Make doubly sure to carry an antitoxin in your pack when venturing out into the desert, adventurer, for within a hero’s sturdy boots is one of the scorpion’s favorite places to hide.

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The scorpion arches its back and plunges it's barbed tail towards you.

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If hit, the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

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Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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The golem is immune to any spell or effect that would alter its form.

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The golem has advantage on saving throws against spells and other magical effects.

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The golem's weapon attacks are magical.

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The golem swings its fists towards you!

\n
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If it hits and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

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Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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Mastiffs are a large, muscular breed of loyal canine who are often found standing dutifully at their Master's side or guarding precious cargo upon less secure roads. Standing tall with a soft, tan coat, Mastiffs are often identified by their wrinkled and jowly face, the jaws of which are constantly oozing a steady stream of hot drool. Mastiffs are intelligent companions who can be trained from an early age as guard and hunting animals. Armed with stout jaws lined with deadly sharp teeth, a Mastiff is certainly a worthy challenge for any bandit who dares to run afoul the dog's Master. I have even observed these dogs working as beasts of burden and comfortable mounts for the smaller folk (halflings and gnomes) of the countryside. Here, the Mastiff replaces the horse in such duties as pulling carts, working as plow animals, and delivering parcels as swift courier beasts. Should you need a companion not bent towards droning conversation, perhaps indulge in a Mastiff to keep you company upon the lonely roads of our world. Just… watch out for the drool.

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

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The mastiff lunges forward with its huge drooling mawl drawing ever closer to its target.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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

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The insects swarm around the creature biting it from all directions at once.

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The scorpion makes three attacks: two with its claws and one with its sting.

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The scorpion strikes out with one of its claws.

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If it hits the target is @JournalEntry[Grappled] (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

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The scorpion lashes out with its stinger.

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If the sting hits, the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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Deep below the earth, luminous swarms of black-shelled Giant Fire Beetles may be found by curious explorers. Though giant in only the relative sense to their non-illuminated cousins, the Giant Fire Beetle typically spans the width of an adult human’s hand. These tiny, docile titans content themselves in scuttling through darkened places such as caverns, catacombs, and mossy overgrowths in search of scraps to eat or a quiet, damp place in which to make their burrows.

\n

Of Darkness and Light. Curiously enough, due to the species evolving without the natural light of our sun, the poor creature is completely blind. The Giant Fire Beetle, however, is not totally without senses. Using specialized antenna, these hardy insects are able to “see” the world around them within a slightly limited ranged. The true prize (as so many fledgling adventurers boast) is the orange bioluminescent glands located beneath either side of their mandibles and to the very rear of their abdomen. These firey hued glands are packed with a symbiotic, glowing fungus, which will continue to glow for up to one week once disconnected from their host! Some clever adventurers have taken to capturing live beetles, placing them within empty lanterns to light their way in remote caverns for even longer periods of time.

\n

In Last Resort. Most often a peaceful insect, Giant Fire Beetles have been observed defending food in times of great hunger; the creatures will rarely flee a tasty morsel should they feel a threat to their meal is near. The Giant Fire Beetle does pack a nasty bite with its sharpened mandibles that may pierce even the toughest boiled leather armor should it feel threatened enough to attack. Take heed when approaching a swarm of these insects lest you suffer some nasty lacerations. Older texts on the nature of beasts do speak of a breed of Giant Fire Beetle that excreted a combustible fluid and ignited the mixture causing severe burns to the unwary. This has never been scientifically proven, but new discoveries happen each day!

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The fire beetle gnashes at you with tiny, but sharp mandibles.

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

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

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The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

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

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The troll opens its wide mouth to bite its foe.

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The troll strikes out with one of its claws.

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Begin your ritual in complete silence and scribe the runic circles upon the floor of your chamber in pure white chalk. Next, mold a simple poppet of your desired servant out of wet clay pulled from a local source and place the poppet into the center of your circle making sure it sits upright. Employing the use of a tool, grate your mandrake root into a fine powder and sprinkle the root mixed with both the ashes of your hearth and blood drawn fresh from your body around the runic circle rotating in a counterclockwise motion. With this completed, place your hand within the circle and speak your servant’s chosen name to command it into life. Should you follow these instructions to the letter, your homunculus will spring to life in an instant.”
- Copied from a faded page of Minions and the Menial: Your Guide to Magical Companions.

\n
\n

Alchemical Aids. A homunculus is a manner of minor construct not uncommon to mages and artificers. These squirrel sized companions are molded out of wads of clay and given life through a rare ritual taught to more experienced spellcasters. The homunculi have the extraordinary ability to experience the thoughts and senses of their master as the two share a special telepathic bond that may only be broken in death of if one of the parties ventures to a separate plane of existence. The homunculus is also gifted a language upon awakening and may act as a servant, spy, or even simple messenger for their master. It is not at all uncommon to see those in possession of a homunculus to utilize them in completing simple chores about their abodes so the spellcaster may focus on more tedious tasks. An odd caveat of this homunculus ritual is that the spellcaster may only be in possession of one clay companion at a time; should the caster attempt to create a new homunculus the process with always fail. Unless the creature or spellcaster dies, it will remain at the caster’s side as a loyal companion for the whole of their life.

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While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

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The homunculus gnashes at you with inset rows of tiny teeth. The target must succeed on a DC 10 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute.

\n
\n

If the saving throw fails by 5 or more, the target is instead @JournalEntry[Poisoned] for 5 (1d10) minutes and @JournalEntry[Unconscious] while @JournalEntry[Poisoned] in this way.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["-1 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"ZW39DE2zI3TXVYC9","name":"Giant Poisonous Snake","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"con":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":3,"min":3,"proficient":0,"mod":-4,"save":-4}},"attributes":{"ac":{"min":14,"value":14},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":4,"total":4,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Swim 30 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"
\n

Author’s Note: Please see below the entry for “Poisonous Snake” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Snakes rank among the most plentiful and diverse reptiles to slither across our planet’s surface.  Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds.  Though there are many species of snake, we will only discuss the poisonous varieties within this article.  Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils.  While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat.  The devious snake, however, has so much more beneath its scaly surface.

\n

Don’t Tread on Me.  Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings.  Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance.  While the creature’s eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them.  Snakes “smell” with their tongues!  Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues.  Within the snake’s mouth lies its most deadly asset in the form of two, hollow fangs.  Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight.  The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs.  Then it’s only a matter of moments until the poor creature is left dead by the snake’s potent toxins.  While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles.  Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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The snake gnashes out with its teeth.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":"3d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true,"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"ZaP1H91t4FzbRqR5","name":"Couatl","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":20,"min":3,"proficient":0,"mod":5,"save":5},"con":{"value":17,"min":3,"proficient":1,"mod":3,"save":5},"int":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"wis":{"value":20,"min":3,"proficient":1,"mod":5,"save":7},"cha":{"value":18,"min":3,"proficient":1,"mod":4,"save":6}},"attributes":{"ac":{"min":15,"value":19},"hp":{"value":97,"min":0,"max":97,"temp":0,"tempmax":0,"formula":"13d8 + 39"},"init":{"value":0,"bonus":0,"mod":5,"total":5,"prof":0},"prof":2,"speed":{"value":"Fly 90 ft.","special":"Walk 30 ft."},"spellcasting":"cha","spelldc":14,"spellLevel":0},"details":{"alignment":"Lawful Good","biography":{"value":"","public":""},"race":null,"type":"Celestial","environment":"Grassland","cr":4,"xp":{"value":1100},"source":"MM pg. 43","class":{},"spellLevel":4},"skills":{"acr":{"value":0,"ability":"dex","mod":5,"bonus":0,"passive":15},"ani":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"arc":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"his":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"ins":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"itm":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"inv":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"med":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"nat":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"prc":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"prf":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"per":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"rel":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"slt":{"value":0,"ability":"dex","mod":5,"bonus":0,"passive":15},"ste":{"value":0,"ability":"dex","mod":5,"bonus":0,"passive":15},"sur":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15}},"traits":{"size":"med","senses":"Truesight 120 ft.","languages":{"value":["custom"],"custom":"all, telepathy 120 ft."},"di":{"value":["psychic","custom"],"custom":"bludgeoning, piercing, and slashing from nonmagical attacks"},"dr":{"value":["radiant"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"100","max":"100"},"spell2":{"value":"6","max":"6"},"spell3":{"value":"3","max":"3"},"spell4":{"value":0,"max":0},"spell5":{"value":"3","max":"3"},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Couatl","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ZaP1H91t4FzbRqR5","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"lML63JQRxG4VQoQY","flags":{"_sheetTab":"description"},"name":"Innate Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

\n

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

\n

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

\n

1/day each: dream, greater restoration, scrying

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"zQGQ8weojMMYaQjx","flags":{},"name":"Detect Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"dxe0S2Q3d9tYzE7d","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"LVKrEidPWuCPkMiw","flags":{},"name":"Detect Thoughts","type":"spell","img":"systems/dnd5e/icons/spells/light-eerie-2.jpg","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"bNE25ZvSvdKsegoR","flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2Q0o3SZILV6VWXlZ","flags":{},"name":"Create Food and Water","type":"spell","img":"systems/dnd5e/icons/spells/leaf-jade-1.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"dSWyDoj8EPXyFJuz","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"eCVIFct4fCtwSX2w","flags":{},"name":"Lesser Restoration","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-1.jpg","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"q4kiZAkIoF8osKbO","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"JjughFfXQTXFezgU","flags":{},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CAe84N2xiYrbWJtr","flags":{},"name":"Dream","type":"spell","img":"systems/dnd5e/icons/spells/fog-magenta-3.jpg","data":{"description":{"value":"

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"f3VEj8uY8hu6O9Zp","flags":{},"name":"Greater Restoration","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-3.jpg","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

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You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"3xRJpelCP7FucSgq","flags":{"_sheetTab":"description"},"name":"Magic Weapons","type":"feat","img":"systems/dnd5e/icons/skills/violet_04.jpg","data":{"description":{"value":"

The couatl's weapon attacks are magical.

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The couatl opens its wide mouth to bite its foe.

\n
\n
\n

If it hits the target must succeed on a DC 13 Constitution saving throw or be @JournalEntry[Poisoned] for 24 hours. Until this poison ends, the target is @JournalEntry[Unconscious]. Another creature can use an action to shake the target awake.

\n
\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"8LkzioyaScFxfst7","flags":{"_sheetTab":"description"},"name":"Constrict","type":"weapon","img":"systems/dnd5e/icons/skills/green_21.jpg","data":{"description":{"value":"

The couatl wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

\n
\n

The target is @JournalEntry[Grappled] (escape DC 15). Until this grapple ends, the target is @JournalEntry[Restrained], and the couatl can't constrict another target.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"iw2q07K1D0X01DZO","flags":{"_sheetTab":"description"},"name":"Change Shape","type":"feat","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

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The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

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

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

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The ettercap ignores movement restrictions caused by webbing.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300000},{"_id":"Aq15cIyYAyNs5M5J","flags":{"_sheetTab":"details"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/red_29.jpg","data":{"description":{"value":"

The ettercap opens its wide mouth to bite its foe.

\n
\n

If it hits the target must succeed on a DC 11 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The ettercap strikes out with its claws.

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The ettercap shoots a web at its opponent.

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The target is @JournalEntry[Restrained] by webbing. As an action, the @JournalEntry[Restrained] target can make a DC 11 Strength check, bursting the webbing on a success.

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The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

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The dragon gnashes out with its teeth.

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The dragon uses one of the following breath weapons.

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The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall @JournalEntry[Unconscious] for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

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

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

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The spider ignores movement restrictions caused by webbing.

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The spider opens its wide mouth to bite its foe.

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If it hits the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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The spider shoots a web at its opponent.

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The target is @JournalEntry[Restrained] by webbing. As an action, the @JournalEntry[Restrained] target can make a DC 12 Strength check, bursting the webbing on a success.

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\n
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The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The elemental makes two slam attacks.

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The elemental swings its fists towards you!

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Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked @JournalEntry[Prone]. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked @JournalEntry[Prone]. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked @JournalEntry[Prone].

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The dragon can breathe air and water.

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

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

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

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If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

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The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

\n

Cantrips (at will): mage hand, prestidigitation, ray of frost

\n

1st level (4 slots): detect magic, magic missile, shield, thunderwave

\n

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

\n

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

\n

4th level (3 slots): blight, dimension door

\n

5th level (3 slots): cloudkill, scrying

\n

6th level (1 slot): disintegrate, globe of invulnerability

\n

7th level (1 slot): finger of death, plane shift

\n

8th level (1 slot): dominate monster, power word stun

\n

9th level (1 slot): power word kill

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"jovgEc1Szr1BcmwE","flags":{"_sheetTab":"description"},"name":"Turn Resistance","type":"feat","img":"systems/dnd5e/icons/skills/yellow_19.jpg","data":{"description":{"value":"

The lich has advantage on saving throws against any effect that turns undead.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300001},{"_id":"md2R88XviVewVHZ7","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2X4CgTAbIPBjgFQO","flags":{},"name":"Prestidigitation","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"QGPKtF4G2OzHlNqU","flags":{},"name":"Ray of Frost","type":"spell","img":"systems/dnd5e/icons/spells/beam-blue-1.jpg","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"qiwP6Un6yrxht99L","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"hvfu9oPAUiMEvuEA","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"gQUsckMPVnFeTmr9","flags":{},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"xaEhnjtdqdBnaOUl","flags":{},"name":"Thunderwave","type":"spell","img":"systems/dnd5e/icons/spells/lightning-jade-1.jpg","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NxjdjWiZS7eTwRIa","flags":{},"name":"Acid Arrow","type":"spell","img":"systems/dnd5e/icons/spells/needles-acid-2.jpg","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":""},"formula":"2d4","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8TNrO7ot0GQB7z2X","flags":{},"name":"Detect Thoughts","type":"spell","img":"systems/dnd5e/icons/spells/light-eerie-2.jpg","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IJWY73xnxHLB0X1q","flags":{},"name":"Invisibility","type":"spell","img":"systems/dnd5e/icons/spells/fog-sky-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"9ZHX3zKiCXIYQD0V","flags":{},"name":"Mirror Image","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"OHOcVXXsMBNPJnif","flags":{},"name":"Animate Dead","type":"spell","img":"systems/dnd5e/icons/spells/horror-red-2.jpg","data":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"hOefxU0CU2FF34qM","flags":{},"name":"Counterspell","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-3.jpg","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"KZHyHRdK0oOvkIY5","flags":{},"name":"Dispel Magic","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-2.jpg","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"yjyepuRtQ0U5kAHf","flags":{},"name":"Fireball","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-2.jpg","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"aWEqszxGwnrNAFSb","flags":{},"name":"Blight","type":"spell","img":"systems/dnd5e/icons/spells/rip-acid-3.jpg","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5s6Hjoyrx9BQIec0","flags":{},"name":"Dimension Door","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"FCbjVSEDFgsjHC6x","flags":{},"name":"Cloudkill","type":"spell","img":"systems/dnd5e/icons/spells/fog-acid-3.jpg","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

\n

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"XX9inquaJgHoWTWf","flags":{},"name":"Scrying","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5KmTKaWxPkUHaXDo","flags":{},"name":"Disintegrate","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

\n

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","force"],["40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"vlG39FGre88WpKKt","flags":{},"name":"Finger of Death","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","necrotic"],["30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"7l40A30ML8UOtZ6o","flags":{},"name":"Plane Shift","type":"spell","img":"systems/dnd5e/icons/spells/runes-royal-3.jpg","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":20,"scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"o6VbuMBU38dcmDYR","flags":{},"name":"Dominate Monster","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"jj9JOXj2hXdgjWRh","flags":{},"name":"Power Word Kill","type":"spell","img":"systems/dnd5e/icons/spells/rip-jade-3.jpg","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"qqpeDV6DFu5DFEn4","flags":{},"name":"Power Word Stun","type":"spell","img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"46vgsV0BeXnmcr0s","flags":{"_sheetTab":"description"},"name":"Paralyzing Touch","type":"weapon","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

The lich reaches out a hand coated in ice.

\n
\n

The target must succeed on a DC 18 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6 - @abilities.int.mod + @mod","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"Yr5y0c2d577DRTSJ","flags":{"_sheetTab":"details"},"name":"Legendary Actions","type":"feat","img":"systems/dnd5e/icons/skills/yellow_09.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":3,"max":3,"per":null,"type":"sr"},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200001},{"_id":"6PwbK4d0W11LsEkf","flags":{"_sheetTab":"description"},"name":"Cantrip","type":"feat","img":"systems/dnd5e/icons/skills/violet_28.jpg","data":{"description":{"value":"

The lich casts a cantrip.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300001},{"_id":"dJLqLsCek3uxbzuX","flags":{"_sheetTab":"details"},"name":"Paralyzing Touch (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

The lich uses its Paralyzing Touch.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":2900001},{"_id":"Uox2GEp5GMXOOXOc","flags":{"_sheetTab":"description"},"name":"Frightening Gaze (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/shadow_17.jpg","data":{"description":{"value":"

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become @JournalEntry[Grappled] for 1 minute. The @JournalEntry[Grappled] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

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Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

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The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The quasit has advantage on saving throws against spells and other magical effects.

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The quasit strikes out with its claws.

\n
\n

If it hits the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become @JournalEntry[Poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The quasit magically turns @JournalEntry[Invisible] until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is @JournalEntry[Invisible] with it.

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One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be @JournalEntry[Grappled] for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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The hyenas who roam the grasslands and deserts of our natural world are perhaps some of the most curious non-magical creatures to exist. Hyenas resemble a medium sized dog with a short, wide muzzle and overly long neck. Adorned with patterns of spots or stripes marking their fur, to the untrained eyes a hyena would appear to be nothing more than a wild dog; however, these curious creatures are more closely related to wildcats in their behavior with fellows. Hyenas communally groom unlike several wild dog species and display similar scent marking and mating patterns as other feliforms. These sorts of behaviors build a solid community within the hyenas’ pack, sowing tight knit bonds between the beasts.

\n

Give Us a Smile. Hyenas display a unique characteristic in their vocalizations between the pack; instead of a yowl or bark as one would expect, the hyenas instead communicate via yips, chirps, and “laughs”. Each member of the pack has its own unique “laugh” which signals to the pack both their identity and current mood. These chittering “laughs” have given the hyena (regardless of species to commoners) the moniker of The Laughing Hyena. One should instead feel caution over joy should you hear the caterwauling yips of a hyena pack in the distance. These beasts are highly intelligent and when banded together and utilizing their preferred hunting patterns they may easily overtake a large mercantile caravan.

\n

The Hungering Savagery. The hyena’s most sinister aspect is their relation to the Demon Lord of the Gnolls, Yeenoghu. Gnolls, of course, resemble massive humanoid hyenas brandishing bloody weapons and sowing destruction in their horrid wakes. Finding the hyena either useful or ironic, Gnolls will bring packs of slavering hyenas with them on raids into villages or leave the beasts (which they purposefully starve) at their dens to kill any unwary explorers. Adventurers should be observant when investigating the happenings of hyenas in an area, as if the beasts seem more ravenous than expected it may be that Yeenoghu’s minions are not far behind.

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The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The hyena savages you with a grinning jaw full of sharp canines.

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Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

\n

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

\n

Water Breathing. The octopus can breathe only underwater.

\n

Actions

\n

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is @JournalEntry[Grappled] (escape DC 16). Until this grapple ends, the target is @JournalEntry[Restrained], and the octopus can't use its tentacles on another target.

\n

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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

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The octopus can breathe only underwater.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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The octopus reaches out a long tentacle.

\n
\n

If the tentacle hits and if the target is a creature, it is @JournalEntry[Grappled](escape DC 16). Until this grapple ends, the target is @JournalEntry[Restrained], and the octopus can't use its tentacles on another target.

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

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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The whale can't use its blindsight while @JournalEntry[Deafened].

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The whale can hold its breath for 30 minutes.

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The whale opens its wide mouth to bite its foe.

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Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world. Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes. A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents. As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field. Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard. Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep. Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting. Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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

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The Eagle rakes at your eyes with hooked avian talons.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against spells and other magical effects.

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The imp lashes out with its stinger.

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If the sting hits, the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The imp magically turns @JournalEntry[Invisible] until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is @JournalEntry[Invisible] with it.

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

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

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The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

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The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

\n

At will: nondetection (self only)

\n

1/day each: blindness/deafness, blur, disguise self

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For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

\n

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

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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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The gnome throws a dart.

\n
\n

If it hits the target must succeed on a DC 12 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

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The insects swarm around the creature biting it from all directions at once.

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The triceratops lowers its horns and attempts to gore you.

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The triceratops raises its great foot and brings it down with thundrous force.

\n

NOTE: this attack can only be used on a JournalEntry[Prone] creature.

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A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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The armor is JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

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While the armor remains motionless, it is indistinguishable from a normal suit of armor.

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The armor makes two melee attacks.

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The armor slams itself into you!

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The hezrou has advantage on saving throws against spells and other magical effects.

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Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

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The hezrou opens its wide mouth to bite its foe.

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The hezrou strikes out with one of its claws.

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When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't @JournalEntry[Incapacitated] and can see the creature. If the saving throw fails by 5 or more, the creature is instantly @JournalEntry[Petrified]. Otherwise, a creature that fails the save begins to turn to stone and is @JournalEntry[Restrained]. The @JournalEntry[Restrained] creature must repeat the saving throw at the end of its next turn, becoming @JournalEntry[Petrified] on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

\n

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

\n

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow.

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The medusa's hair strikes at you.

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

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The rug is @JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall @JournalEntry[Unconscious] for 1 minute.

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While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature @JournalEntry[Grappled] by the rug takes the other half.

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While the rug remains motionless, it is indistinguishable from a normal rug.

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The Medium or smaller creature is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the target is @JournalEntry[Restrained], @JournalEntry[Blinded], and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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

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The spider applies its dripping fangs to its helpless victim.

\n
\n

If it hits the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"2d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"OwNnGHVHu2XX0oPc","flags":{"_sheetTab":"description"},"name":"Web Sense","type":"feat","img":"systems/dnd5e/icons/skills/violet_14.jpg","data":{"description":{"value":"

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

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The spider ignores movement restrictions caused by webbing.

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Will-o'-wisps were malicious creatures that appeared as torches or lanterns seen floating through swamps.

\n

The will-o'-wisp appeared to be nothing more than a hazy ball of light, colored white, blue, green, or yellow, growing as brightly as a flaming torch. As such, it was easy to mistake one for a lantern or torch, especially in the foggy marshes they dwelled in. In fact, its faintly glowing body was just a transparent ball of spongy matter around 1 foot wide and weighing around 3 pounds. Although they had no vocal organs, will-o'-wisps could vibrate to emit a ghostly sound, with which they could speak.

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As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

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The will-o'-wisp can't wear or carry anything.

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The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. it takes 5 (1d10) force damage if it ends its turn inside an object.

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The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

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The will-o'-wisp unleashes a surge of electrical energy through your body.

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The will-o'-wisp and its light magically become @JournalEntry[Invisible] until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

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Vultures are some of the most reviled birds to travel our skies. The bird’s bald, featherless head and black body plumage lend it a sinister facade. The vulture’s outer appearance along with its penchant to scavenge carrion for sustenance has settled the bird squarely into the designation of “evil” in the eyes of many common-folk. The bird’s connection with death, as the vulture will circle a dead or dying creature from high above, also adds to the revulsion felt towards this markedly important creature.

\n

By Committee. Vultures congregate in groups called “committees” or “wakes” on whether or not they are feasting together respectively. These groups squabble for scraps of meat, ripping away rotting flesh from a carcass with their sharp and powerful beaks. It is not uncommon for fights to break out between the hungry birds. Due to their desire to scavenge dead flesh, vultures play a vital role in our ecosystem, as they act as vital decomposers in landscapes where insects or fungi may not exist as readily. Be on the lookout for vultures in your travels, as they can be the sign of nature at work or perhaps something more sinister beneath the talons of this bird.

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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

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The vulture pecks at you hungrily with a scavenging and greedy beak.

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Following from our studies of the eagle comes to the smaller yet no less deadly hawk. Another bird of prey, the hawk may be differentiated from eagle species by its smaller frame. Hawks on average weigh no more than eight pounds and have a wingspan of only five feet. These miniscule raptors bear dark brown to deep red plumage unlike the eagle’s most common golden hue. Several species of these birds of prey have been observed employing different tactics in their hunting patterns as well; while the mighty eagle soars down from on high and lifts its prey off into the air with it, hawks prefer to lurk in the cover of trees, waiting for the opportune time to swoop in and surprise their prey from the shadows. Due to their keen eyesight as well as their smaller profile, hawks have been utilized as messenger birds by desert cultures for centuries. Clever and loyal, the hawk may be an option for the adventurer who prefers a raptor who enjoys the cover of shadows and stealth to aid them in their hunts.

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The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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The Hawk rakes at your eyes with hooked avian talons.

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Languages -

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Challenge 1/2 (100 XP)

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Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

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Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Actions

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Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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The ooze can move through a space as narrow as 1 inch wide without squeezing.

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The hideous puddle of congealed slime whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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If the pseudopod hits and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

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

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The gladiator has advantage on saving throws against being @JournalEntry[Frightened].

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator makes three melee attacks or two ranged attacks.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

\n

NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Brute\" feature.

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The gladiator lashes out with its shield.

\n
\n

If it hits and if the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

\n
\n

NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Brute\" feature.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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\n

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

\n
\n

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight.  The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects.  However, something truly special lurks behind the dark abyss of this bird’s eyes.  Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry.  Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly.  From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom.  Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless!  You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku.  Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them.  Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

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

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The ravens snap at you from all directions.

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The darkmantle can't use its @JournalEntry[Blindsight] while @JournalEntry[Deafened].

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While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

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The darkmantel swoops down onto its targets head.

\n
\n

If the attack hits the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also @JournalEntry[Blinded] and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":"","price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"qzSE2ZiVMLKsWF4F","flags":{},"name":"Darkness Aura","type":"feat","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

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Amphibious. The toad can breathe air and water.

\n

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

\n

Actions

\n

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the target is @JournalEntry[Restrained], and the toad can't bite another target.

\n

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

\n

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The toad can breathe air and water.

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

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The toad opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the target is @JournalEntry[Restrained], and the toad can't bite another target.

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The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

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Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

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The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is @JournalEntry[Grappled] (escape DC 14), and the shambling mound uses its Engulf on it.

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The mound swings its fists towards you!

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The shambling mound engulfs a Medium or smaller creature @JournalEntry[Grappled] by it. The engulfed target is @JournalEntry[Blinded], @JournalEntry[Restrained], and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

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Stirges are foul little nasties who lurk deep within caverns and catacombs. Stirges resemble nothing more than a slightly oversized bat crossed with a mosquito; however, upon closer inspection the Stirge reveals much more. Coated in greasy, pink flesh (save for a small tufted mane of white fur about its head and neck) the Stirge is equipped with a pair of small, bat-like wings made of stretched flesh between struts of thin bone. The skin here at the wing is so thin that light may easily shine through the beast's wings revealing the tiny vesicles within. Stirges also possess a set of six, spindly legs above their pig-like tail. Each leg is tipped with a set of hooked claws which allows the fiend to grip into the flesh of its prey and hang on should a struggle ensue. However, there is one more feature that makes the Stirge truly repugnant.

\n

What's Your Type? Stirges are notable for their ravenous desire to consume the blood of living organisms. These beasts accomplish this foul act with aid from the needle-sharp proboscis waiting at the end of its oversized snout. Gifted with the ability of flight, the Stirge dives down upon an unsuspecting enemy and clamps onto their body with the aid of their barbed claws. The Stirge then drives its proboscis into their victim's flesh, sucking out ounce after ounce of warm blood. Only when the Stirge is sufficiently sated (or battered away) will it release its victim to flee into the darkness where it may digest its liquid lunch. Act fast if Stirges are in the area, lest a swarm of them suck you dry before you have time to react.

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The stirge swoops down, pricking its target with its mouth and starts to suck blood.

\n
\n

If the attack hits the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

\n

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

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The rhythmic rustle of leaves, knotted roots dragging through the undergrowth, and vacant holes left in the earth are all signs of this fascinating little creature. These formerly average forest plants are gifted with mild sentience by the natural spellwork of a most-powerful druid who has cast the Awaken spell to birth an Awakened Shrub.

\n

The shrub itself, having negligible will of its own, then remains @JournalEntry[Charmed] to the spellcaster for thirty days, during which, the Awakened Shrub serves at the whim of the druid. The leafy automaton is also given the ability to move independently by the spellwork cast upon it. Using their roots and branches to propel themselves across the forest floor, the shrubs are left to roam clumsily throughout the druid's selected domain.

\n

Druid’s Little Helper. While any mage proficient enough in the arcane to produce an Awaken spell may pull these shrubs into sudden life, it is the druids of the woods who most commonly utilize the ability. A unique feature of the Awakened Shrub is its indistinguishability between itself and an average shrub when it stands completely still. The ability to camouflage themselves so thoroughly allows the Awakened Shrubs to act as sentires for a more secretive druid’s hideaway.

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As recommended to me by a friend of the forest: be advised to utilize the shrubs in small groups as to simply overwhelm any nosey intruders. Strength in numbers is key for these simplistic shrubs as they may be easily dispatched if singled out. As the magic within the shrub allows the shrubs to speak a language known to their creator, Awakened Shrubs may also be programmed with a warning message and avoid conflict altogether. The shrubs, however, are quite inept when it comes to the completion of even the most simplistic tasks, so utilizing them in a “living alarm” capacity may be the wisest choice.

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The griffon has advantage on Wisdom (Perception) checks that rely on sight.

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The griffon makes two attacks: one with its beak and one with its claws.

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The griffon snaps at you with its crimson beak.

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The griffon strikes out with its claws.

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Who amongst our population could deny their lives have not been positively affected by the domesticated house cat. The cat proves time and time again to be a prized companion whether they are keeping your property free of unwanted pests or cuddling up upon their master’s lap for a cozy night within the study. Found in a number of varieties from the pure black short-haired cats associated with ill omens to the fluffy coated and absurdly flat-faced cats of the frozen north, there appears to be limitless breeds to select from. (Author’s Note: I have recently heard rumor of a cat which produces no hair, requiring its master to simply stroke its flesh without pleasant barriers. More evidence forthcoming of this unfounded discovery). However, our feline compatriots have much more to offer when looked at under the shrewd eye of the adventurer!

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Purrfect Pals. Be it at the side of the elder potion-maker tucked safely away in their shop or out with the upstart young ranger braving the rolling fields of the hinterlands, cats are found dotted all across our marvelous land. Compact and light in weight, these agile little hunters fit perfectly atop one’s shoulder or nestled within a wagon’s goods. Cats provide useful utility to the crafty conjurer who binds their familiar to such a form as well; with honed claws able to retract in a lighting’s flash back into their paws the cat makes for a deadly hunter against smaller beasts. Cats also have a flexible spine allowing them to squeeze into difficult to reach places should you coax them adequately or even survive a perilous fall. Researchers have discovered that cats seem to have the uncanny ability to land upon their feet regardless of the angle at which they are dropped; surely this is an astonishing advantage over other less agile creatures! Deathly quiet (unless they prefer to pester their master for tasty morsels with a noisome yowl) a cat is an adequate infiltrator should one prefer to observe their surroundings from a safer distance through this familiar’s eyes. Be they conjured or corporeal, it is this author’s opinion that the common cat is a companion of quality and should be considered when seeking the appropriate animal ally.

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

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The cat swipes at you lazily with a clawed paw.

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The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

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If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone].

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The elk rears up and brings its weight down onto its @JournalEntry[Prone] target.

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The elk lowers its head and barrels forward into its target.

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The dragon can breathe air and water.

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The dragon uses one of the following breath weapons.

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The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

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The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

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

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The bear opens its wide mouth to bite its foe.

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The bear strikes out with its claws.

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

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The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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

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With a 10-foot running start, the lion can long jump up to 25 feet.

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The lion opens its wide mouth to bite its foe.

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The lion strikes out with its claws.

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If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't @JournalEntry[Incapacitated]. On a failed save, the creature magically begins to turn to stone and is @JournalEntry[Restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @JournalEntry[Petrified] until freed by the greater restoration spell or other magic.

\n

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

\n

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

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The basilisk opens its wide mouth to bite its foe.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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

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The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being @JournalEntry[Charmed] or @JournalEntry[Paralyzed].

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

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For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

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A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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The duergar magically turns @JournalEntry[Invisible] until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is @JournalEntry[Invisible] with it.

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If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the elephant can make one stomp attack against it as a bonus action.

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The elephant lowers its horns and attempts to gore you.

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The elephant raises its great foot and brings it down with thundrous force.

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NOTE: this attack can only be used on a JournalEntry[Prone] creature.

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\n
\n

Bathing your very own Blink Dog comes with a set of challenges all its own.  Often it is simply better to let the beast care for its own hygiene (circumstances allowing) as your precious pooch will likely blink off to the nearest mud puddle as soon as you’ve finished cleaning them.
Caring for your Blink Dog, pg. 46.

\n
\n

Blink Dogs are a notable curiosity amongst the common canine species.  On the outside, the hound appears to be quite similar to many a hunting mutt: a tannish, yellow complexion of the fur, average in size (standing anywhere from two and a half to three feet in height) and no markings or traits rendering it particularly unique.  However, the secret of this dog lies within.  The Blink Dog possesses an uncanny ability to “blink” or teleport at will from location to location in a flash.  In a similar vein to the spells utilized by mages to transport themselves across distances in a flash, the Blink Dog tears through the fabric of our reality, vanishes instantaneously and appears up to forty feet away from its original location.  The Blink Dog is unable to carry living things along with it, however any equipment or objects the hound currently holds will be transported.  Blink Dogs have an above average intelligence in comparison to other canines and are able to speak their own language, called “Blink Dog”, to others of their kind.  What these discussions entail is a mystery, though it is speculated that often the packs of dogs will discuss their intense hatred for other ethereal quadrupeds as they are known to attack the beasts on sight.

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

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The dog growls as it sinks its teeth into its target.

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The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

\n

Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

\n

Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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The otyugh opens its wide mouth to bite its foe.

\n
\n

If it hits and if the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become @JournalEntry[Poisoned] until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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The otyugh slams creatures @JournalEntry[Grappled] by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be @JournalEntry[Stunned] until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't @JournalEntry[Stunned].

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The otyugh reaches out a long tentacle.

\n
\n

If it hits and if the target is Medium or smaller, it is @JournalEntry[Grappled] (escape DC 14) and @JournalEntry[Restrained] until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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The chimera opens its wide mouth to bite its foe.

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 Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

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The chimera strikes out with its claws.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

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Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

\n

Actions

\n

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

\n

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

\n

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

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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\n

The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

\n\n

 

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

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The dretch licks its lips before trying to get a piece of you past them.

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The dretch lunges out with its sharp claws.

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A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. While @JournalEntry[Poisoned] in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

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Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

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If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The boar waves its tusks around.

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A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

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As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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The spider opens its wide mouth to bite its foe.

\n
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If it hits, the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

\n

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

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Actions

\n

Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

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

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

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Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

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Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

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The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

\n

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

\n

1st level (4 slots): detect magic, mage armor, magic missile, shield

\n

2nd level (3 slots): misty step, suggestion

\n

3rd level (3 slots): counterspell, fireball, fly

\n

4th level (3 slots): greater invisibility, ice storm

\n

5th level (1 slot): cone of cold

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You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

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

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ubZj9XlltjcTAzja","flags":{"_sheetTab":"details"},"name":"Mage Armor","type":"spell","img":"systems/dnd5e/icons/spells/protect-blue-1.jpg","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"gKRi9Yu14HeACqSq","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"JZqZeMR3KcCL7opH","flags":{},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"kZEpBou0dxWj6Xum","flags":{},"name":"Misty Step","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-air-1.jpg","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"QREOzX3l871IOD4Z","flags":{},"name":"Suggestion","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"JiDcPQSp4omiK3AZ","flags":{},"name":"Counterspell","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-3.jpg","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"oT4dQG28IiZwRPtZ","flags":{},"name":"Fireball","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-2.jpg","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CIztTr0GrIAh4mAg","flags":{},"name":"Fly","type":"spell","img":"systems/dnd5e/icons/spells/link-spirit-1.jpg","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"3wGcLaOj0ucT34UU","flags":{},"name":"Greater Invisibility","type":"spell","img":"systems/dnd5e/icons/spells/fog-water-air-3.jpg","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6zDAFf7Lb0w56TxT","flags":{},"name":"Ice Storm","type":"spell","img":"systems/dnd5e/icons/spells/ice-blue-3.jpg","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"mIgDmXFkJaMEvtVt","flags":{},"name":"Cone of Cold","type":"spell","img":"systems/dnd5e/icons/spells/ice-blue-3.jpg","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Yuiuiv3YDVAZngbU","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"mWbrPhcKOz6oLXMV","name":"Doppelganger","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"con":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":14,"min":3,"proficient":0,"mod":2,"save":2}},"attributes":{"ac":{"min":14,"value":14},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"8d8 + 16"},"init":{"value":0,"bonus":0,"mod":4,"total":4,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral","biography":{"value":"","public":""},"race":null,"type":"Monstrosity (shapechanger)","environment":"Underdark","cr":3,"xp":{"value":700},"source":"MM pg. 82","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":2,"ability":"cha","mod":6,"bonus":0,"passive":16},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":1,"ability":"wis","mod":3,"bonus":0,"passive":13},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"per":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"slt":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14},"ste":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"med","senses":"Darkvision 60 ft.","languages":{"value":["common"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Doppelganger","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"mWbrPhcKOz6oLXMV","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"kCfOMnoD3eWBKZw1","flags":{"_sheetTab":"description"},"name":"Shapechanger","type":"feat","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"Cp2MgsVDDSRiF2aj","flags":{"_sheetTab":"description"},"name":"Ambusher","type":"feat","img":"systems/dnd5e/icons/skills/green_18.jpg","data":{"description":{"value":"

In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

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If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

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The doppelganger makes two melee attacks.

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The doppelganger swings its fists towards you!

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The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

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Bandits of our humble world come in a variety of shapes and sizes; be they a halfling pickpocket or the swarthy Dragonborn sea-captain plundering unfortunate vessels. Here we will view the commonalities of what would be considered the “bandit” class of criminal. Be advised while reviewing this information that not all bandits should be viewed with a scornful eye. While many seek harm or riches from their quarry, others thieve to survive in a world most unfair.

\n

The Good. We begin with those bandits who could be seen as “noble criminals”. These bandits consist of the most downtrodden of our nations, those citizens who have struggled through poverty and oppression to scrape out a meager existence clinging to any comfort they can grasp. Consider what would drive a person to commit something so desperate as robbery or open theft in a village street. Bandits of a nobler sort may still be selfish with their earnings, taking what they have stolen to enrich their own lives or those of immediate relations. There are some bandits, however, who seek to use their pilfered goods to improve the lives of the poorer community. Be aware that often these bandits are desperate and afraid, especially during the act of robbery. They are scared, driven to crime by poor circumstances, so they may not require violence to disperse as more often than not they will not physically harm their victims. Keep an open mind as you travel through the world young adventurer and remember that were the tables turned, you may wish for mercy for such a minor infraction.

\n

The Bad and Ugly. For every good-hearted soul stealing from those with too much and giving to the unfortunate, there is a truly villainous spirit lurking behind the brush of a nearby road, lying in wait for an unsuspecting victim. During your travels, adventurer, these sorts may be the most common instances of banditry you will experience. Armed with swords, clubs, and bows, the more nefarious of the bandit world prefer to ambush their prey from the shadows of hills and trees, catching traveling parties unaware. These treacherous thieves will attempt diversion and trickery in order to catch their quarry off guard should their crew be outnumbered. Bandits have no boundaries of borders or locale, so caution should be taken whether you walk upon a forested road or sail the high seas as you island hop for fame. Danger lurks in every corner of our world adventurer, be prepared and discerning should you encounter a party of brigands lest your career end well before your legend is written.

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This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

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A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

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

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Beholden to a culture and leadership all their own, tribal warriors shirk the trappings of governments and laws in preference of following powerful chieftains, ravaging warlords, or tight-knit tribal collectives banded together for mutual benefit. Tribal warriors act not like the guards of the city gates; rather, they function on hierarchies of honor, physical prowess, and in the legacy of deeds won in battle. Equipped with simple weapons such as spears, shortswords, or blunt maces the tribal warrior thrives within the heat of a battle, relishing in the decimation of their enemies. Theirs is a world of power struggles played upon the field of war rather than behind the closed doors of a council chamber. While one on one fights may be availed to combatants who prove themselves a worthy challenge, the tribal warrior is often not far from their allies. Utilizing simple combat techniques to pincer or route adversaries, the tribal warrior is no stranger to guerilla combat. Should you enter a tribe's hard won territory it will be likely that the tribe was alerted miles ahead of your approach to their borders. Be cautious, be wise, and keep an eye upon the rustling trees of the roadways should you stray into a land most unfamiliar. Tribal warriors respect honor and might, should you show them both then bloodshed of a greater order may be quickly avoided.

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

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The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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\n

The first time you see those hollow sockets staring back at you with some semblance of thought inside the skull, I advise to quash any feelings of accomplishment.  The skeletal servant you have raised is little more than a brainless husk.  Without proper, and I mean proper, instruction, the bones in front of you might as well have remained dusty upon the floor.  Explain the orders carefully and lay out the steps of your new servant’s tasks with exceeding care.  Also, should you catch your skeletal friend partaking in the activities of their former life, do not scold them.  The mundane routine of chopping wood or swinging a hammer can allow for more malleable servants as time continues.
The Book of Dark Servants, Vol III.

\n
\n

Skeletons are beings raised into undeath by the will of necromantic magic.  The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death.  Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives.  The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments.  With its second life, the skeleton acts as a semi-mindless creature serving its master’s will.

\n

Spooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge.  Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations.  The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master.  Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives.  One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake.  Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells.  Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.

\n
\n

Author’s Note: Not all skeletal adversaries in an adventurer’s journey will be humanoid.  Be wary, as significant magics can summon back more powerful skeletal monsters.

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Ragged light armor. It seems to have decayed to the point of not providing much protection.

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

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

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If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the gorgon can make one attack with its hooves against it as a bonus action.

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The gorgon rears up and brings its weight down onto its target.

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The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is @JournalEntry[Restrained]. The @JournalEntry[Restrained] target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is @JournalEntry[Petrified] until freed by the greater restoration spell or other magic.

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The gorgon lowers its horns and attempts to gore you.

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The dragon can breathe air and water.

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The dragon opens its wide mouth to bite its foe.

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The dragon uses one of the following breath weapons.

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The dragon exhales fire in an 15-foot cone that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

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The elemental slams into you.

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Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the target is @JournalEntry[Restrained] and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target @JournalEntry[Grappled] by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

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\n

There was a rumor, started by some Svirfneblin culture centuries ago, which stated a swarm of hungry quippers could devour an entire horse in under a minute. No one has yet volunteered to sacrifice their beast to the swarm to test this boast to date.
- A note on my studies in the Underdark.

\n
\n

The Quipper is a variety of carnivorous fish found in almost any body of water regardless of location. Approximately the size of an adult human’s fist, these tiny beasts are ravenous when they sense any scrap of food is nearby. The quipper’s jaw is lined with a jagged row of dagger-sharp teeth which they use to strip flesh from bones at lightning speed. The quipper’s ability to see even within the darkness of a frigid cavern lake makes them extremely deadly to the unwary traveler who takes an accidental plunge into the darkened waters. Though it is not entirely unheard of to see quippers on their own it is far more common that they travel in swirling swarms. These clouds of razor-toothed fish can sense blood in the water from great distances, able to sniff a single drop of the life giving fluid in over 200 liters of water. I suggest that any adventurer steer well clear of any water they are not certain is free of quippers.

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The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The quipper can breathe only underwater.

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The tiny quipper bites you ferociously with a mouth full of hundreds of tiny needles.

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When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

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The hyena lunges out with its teeth.

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The stalker is @JournalEntry[Invisible].

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The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

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The stalker makes two slam attacks.

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The stalker swings its fists towards you!

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Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor. Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot! Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!

\n
\n

- Merchant Lord Ellemond Doughty.

\n

The common forest dwelling badger is a creature of ingenuity and sheer determination. This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow. The badger’s coat is decked in marvelous black and white stripes running the length of its body. With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution. Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them. As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense. The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation. A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor. These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators. It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

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

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The tenacious badger gnashes with a small vice-like jaw.

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The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In bear and hybrid form the AC is 11.

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

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In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

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The werebear opens its wide mouth to bite its foe.

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If it hits and if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

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The werebear strikes out with its claws.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

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Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

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Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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The lizard snaps its jaws forward.

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If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @JournalEntry[Prone].

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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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The minotaur lowers its horns and attempts to gore you.

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

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

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

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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Ropers are underworld hunters and ambushers which have evolved to assume the appearance of stalagmites or other rock formations. Ropers wait for living creatures to draw near before lashing out with extruding tendrils which ensnare the target and sap its strength. The roper will draw its prey into a large fanged maw to slowly consume.

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While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

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

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The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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The Roper attempts to slowly devour you with row upon row of jagged teeth nestled within a gaping maw.

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The roper lashes you with a whipping tendril which flexes with unnatural strength.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 15). Until the grapple ends, the target is @JournalEntry[Restrained] and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

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The roper pulls each creature @JournalEntry[Grappled] by it up to 25 feet straight toward it.

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Bats are a common fixture within the secluded forests and lightless caverns of our world. Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness. This alone makes them a prized choice for a summoned familiar. Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight! Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp. What makes these creatures truly unique is their ability to navigate in the pitch black of night. The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath. The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes. It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while @JournalEntry[Deafened].

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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The tiny bat gnashes towards you with twin tiny fangs.

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Oh adventurer, were I able to precisely list every nature of cultists here for you, this tome would certainly span multitudinous volumes. Cultists, as their name describes, are those members of a secret underground society (or cult) whom very often practice a dark and unholy religion with their fellows. Beware adventurer! Not every cult is simply based around religious pretexts, there are those who seek political movements, those who are power hungry, and those who deign to meddle with forces our histories have lost long ago. Let me describe for you the very basics of common cult activity.

\n

Friends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.

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

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The cultist has advantage on saving throws against being @JournalEntry[Charmed] or @JournalEntry[Frightened].

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In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

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More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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

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The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

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The wight reaches out its lifeless hand.

\n
\n

The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

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The horse rears up and brings its weight down onto; its target.

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The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

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The elemental deals double damage to objects and structures.

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The elemental makes two slam attacks.

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The elemental swings its fists towards you!

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At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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The devil strikes out with one of its claws.

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The devil swings its tail around.

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The devil conjures a ball of fire and throws it.

\n
\n

If it hits and if the target is a flammable object that isn't being worn or carried, it also catches fire.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6 - @abilities.cha.mod + @mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":200001}]} -{"_id":"saq6WM959pKHuaqP","name":"Green Hag","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"dex":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"cha":{"value":14,"min":3,"proficient":0,"mod":2,"save":2}},"attributes":{"ac":{"min":11,"value":17},"hp":{"value":82,"min":0,"max":82,"temp":0,"tempmax":0,"formula":"11d8 + 33"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"cha","spelldc":12,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"","public":""},"race":null,"type":"Fey","environment":"Forest","cr":3,"xp":{"value":700},"source":"MM pg. 177","class":{},"spellLevel":3},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":13},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14},"dec":{"value":1,"ability":"cha","mod":4,"bonus":0,"passive":14},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"per":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":1,"ability":"dex","mod":3,"bonus":0,"passive":13},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"Darkvision 60 ft.","languages":{"value":["common","draconic","sylvan"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":2000000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Green Hag","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"saq6WM959pKHuaqP","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"o6rwSNM6ZrzbKHtS","flags":{"_sheetTab":"description"},"name":"Amphibious","type":"feat","img":"systems/dnd5e/icons/skills/emerald_05.jpg","data":{"description":{"value":"

The hag can breathe air and water.

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The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

\n

At will: dancing lights, minor illusion, vicious mockery

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

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"bnn5FtL0QXRDJHeV","flags":{},"name":"Minor Illusion","type":"spell","img":"systems/dnd5e/icons/skills/shadow_12.jpg","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":12,"scaling":"spell"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"qBxbNPknOe4m9XVe","flags":{},"name":"Vicious Mockery","type":"spell","img":"systems/dnd5e/icons/skills/affliction_24.jpg","data":{"description":{"value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"spell"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"TJkF8AWL5rJHkhc3","flags":{"_sheetTab":"description"},"name":"Mimicry","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag strikes out with her claws.

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The hag magically turns @JournalEntry[Invisible] until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While @JournalEntry[Invisible], she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is @JournalEntry[Invisible] with her.

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The shark can breathe only underwater.

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The shark opens its wide mouth to bite its foe.

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

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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The grick reaches out a tentacle.

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The grick snaps at you with its crimson beak.

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

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the tiger can make one bite attack against it as a bonus action.

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The tiger opens its wide mouth to bite its foe.

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The tiger strikes out with its claws.

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Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

\n

","public":""},"race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"xp":{"value":450},"source":"MM pg. 345","class":{},"spellLevel":2},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":1,"ability":"cha","mod":4,"bonus":0,"passive":14},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"per":{"value":1,"ability":"cha","mod":4,"bonus":0,"passive":14},"rel":{"value":1,"ability":"int","mod":2,"bonus":0,"passive":12},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"med","senses":"","languages":{"value":["custom"],"custom":"any one language (usually Common)"},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"0","max":"0"},"spell2":{"value":"0","max":"0"},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":300000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cult Fanatic","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"tYfQIxCJT0WaaKmc","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vTb2KSllrajm88Ni","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

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

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The fanatic has advantage on saving throws against being @JournalEntry[Charmed] or @JournalEntry[Frightened].

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The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): command, inflict wounds, shield of faith

\n

2nd level (3 slots): hold person, spiritual weapon

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

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

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6gdrsDerIEH5YGOT","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"OEwZcZzFfpuTr7Gn","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Y2uSsWTMZZX7aayl","flags":{},"name":"Inflict Wounds","type":"spell","img":"systems/dnd5e/icons/spells/rip-jade-2.jpg","data":{"description":{"value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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The fanatic makes two melee attacks

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A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

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\n

Avernus, the realm of fire and blood, revealed itself to me in a wave of heat and the wails of the unfortunate. As I peered into the first circle of the Nine Hells I did spy the quarry of my search with relative ease, The Maggot Pit. Here, deep within the valley of a parched and cracking mountain range lay a pit perhaps a mile in diameter, flanked all around by devilish guards. Within the milky pit writhed millions of ghostly pale worms, biting and squirming beneath their fellows. It was here that the lowly devils did bring up cart after cart piled high with the wretched and weakened souls of the pitiful dead, who were unceremoniously prodded to the edge of the pit and thrown within the writhing “waters” below. The sight of the lamentable being that emerged from that pool haunts my visions to this very day… 
- Alaband the Curious, Mage in the Circle of the Constellar.

\n
\n

Wretched and foul, the Lemure is perhaps the weakest being to emerge shrieking from the Nine Hells into our plane of existence. Lemures resemble nothing more than a living ooze which has attempted to take the form of something vaguely humanoid. A malformed head with humanoid features sits atop the puddle of a creature, its pink and rotting flesh slithering beneath two stunted arms. Only able to cry out incoherently, the Lemure acts at the whim of its infernal masters, reduced in this form to a babbling fool. These creatures are the first troops sent through to another plane as the infantry in a never ending war which the Archdevils of the Nine Hells wage upon their foes. Though the Lemure has nearly no will of its own, the creature does have the strength to return to life should it be killed within its home of the Nine Hells. Be sure to pack a fair portion of holy water or utilize a Bless incantation should you slay on of these beasts in the realm of the devils, lest it only return to life within the Maggot Pit a few days after its demise.

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Magical darkness doesn't impede the lemure's darkvision.

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A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

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The grotesque Lemure swipes at you with a fleshy fist.

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

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

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

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The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

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When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

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Generic claws attack. Fill in details.

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While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

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The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

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You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

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

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Actions

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Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

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Reactions

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Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

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The jelly can move through a space as narrow as 1 inch wide without squeezing.

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

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The jelly whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

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If the minotaur skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @JournalEntry[Prone].

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":"30","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"osodTjNeBUbweBSd","flags":{"_sheetTab":"description"},"name":"Gore","type":"weapon","img":"systems/dnd5e/icons/skills/beast_02.jpg","data":{"description":{"value":"

The minotaur skeleton lowers its horns and attempts to gore you.

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The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

\n

At will: detect magic, magic missile

\n

2/day each: plane shift (self only), ray of enfeeblement, sleep

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"rRT4rt1Nlfluj0mt","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"9lPXTDWpyq7hq6WC","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"9Gf1hal94HjuAHMN","flags":{"_sheetTab":"description"},"name":"Plane Shift","type":"spell","img":"systems/dnd5e/icons/spells/runes-royal-3.jpg","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"rcgnaOciUJHj34Mi","flags":{},"name":"Ray of Enfeeblement","type":"spell","img":"systems/dnd5e/icons/spells/beam-jade-2.jpg","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"PH7UXgDUQLHXIhsf","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"RLByZa18tuw5IfUi","flags":{},"name":"Magic Resistance","type":"feat","img":"systems/dnd5e/icons/skills/blue_18.jpg","data":{"description":{"value":"

The hag has advantage on saving throws against spells and other magical effects.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":700001},{"_id":"7k0MZldFAnJ6K73P","flags":{"_sheetTab":"details"},"name":"Claws (Hag Form Only)","type":"weapon","img":"systems/dnd5e/icons/skills/red_31.jpg","data":{"description":{"value":"

The hag strikes out with its claws.

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The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

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The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

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While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

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Ah the domestic goat, both the shepard’s best friend and mortal enemy. Hailing from roots similar to antelope and sheep, the goat has become a mainstay in the world of domesticated farm animals. Goats resemble something of a shorn sheep with thick, bristle-like fur and small hooves adorning their nimble feet. Atop the goat’s head rests a set of hard horns which, depending upon the species, can vary from short and knobby to long curled protrusions. The goats use their horns for both defense and contests of strength between fellow males (or billies) during spectacular ramming matches. The clattering of mountain goats’ horns can be heard clearly throughout the valley towns during the creature’s mating seasons.

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Of Evil and Garbage. Goats can be called nothing if not resourceful when it comes to what they choose to ingest. Goats will typically feed upon grass and weeds found in their favored open fields; however, several shepherds have noted their goats eating such objects as iron nails, bits of discarded clothing, and even the wheels of a wagon! The image of a goat has also been co opted by some of the more nefarious of our realm as a symbol of evil to represent various foul cults. Perhaps it is the goat’s sinister horizontal pupil that elicits fear in onlookers or their common use by some cultures as a ritualistic sacrifice that drives the cults to utilize their visage. No matter the cause, goats continue to be an integral though stubborn part of our everyday lives as their meat, milk, and utility in flocks makes them a hardy domesticated creature.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked @JournalEntry[Prone].

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it @JournalEntry[Prone].

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The goat charges forward to stubbornly ram its head directly into you.

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

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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The wolf opens its wide mouth to bite its foe.

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If it hits and if the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone].

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

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Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

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The salamander makes two attacks: one with its spear and one with its tail.

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The salamander swings its tail around.

\n
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If it hits the target is @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the target is @JournalEntry[Restrained], the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Heated Weapons\" feature.

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Original: Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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Wolves are the largest of the wild dog species roaming the plains and forests of our wonderful world.  Anywhere from light brown to a midnight black in coloration, wolves stand as the common ancestor to all natural dog species currently inhabiting the planet.  Wolves have a long, broad muzzle filled with sharp teeth, a thick coat to insulate them from difficult winters, and keen eyes and ears with which they may track a target.  The most amazing aspect of the wolf is its incredible nose which can smell prey from up to one and a half miles away.  This amazing nose (packed with hundreds of millions of scent receptors) can also determine the mood of other wolves, what they’ve eaten, and even where they’ve been..

\n

The Wolves Among Us. As is common with many other dog species, wolves live in communities called packs.  WIthin the pack, wolves hunt together, raise their young together, and provide group protection.  When encountering wolves, be wary should you only spy a single animal prowling the area.  It’s quite likely where there is a straggler wolf, the rest of the pack lurks nearby ready to defend their family from attack.  Wolves, which unable to speak, are able to “communicate” via barks and growls as well as follow simplistic tactics such as flanking maneuvers or surprise attacks.  The strength of the pack allows for the wolves to combine their intelligence and form a deadly fighting force of gnashing teeth.

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

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The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The wolf strikes with its fangs.

\n
\n

If the bite hits and the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

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The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

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A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

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The guardian makes two fist attacks.

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The guardian lunges out with one of its fists.

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

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The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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

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The swarm can breathe only underwater.

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The swarm gnashes out with dozens of tiny mouths.

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The swarm uses its alternate attack (for half damage) when its hp drops below half.

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The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

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In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

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If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the weretiger can make one bite attack against it as a bonus action.

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The weretiger opens its wide mouth to bite its foe.

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If it hits and if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

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The weretiger strikes out with its claws.

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This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The owlbear makes two attacks: one with its beak and one with its claws.

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The owlbear snaps at you with its crimson beak.

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The owlbear strikes out with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

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

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The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

\n

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is JournalEntry[Incapacitated] in its resting place.

\n

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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

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The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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The Vampire Spawn slashes at you wildly with elongated claws which extrude from its lithe fingers.

\n
\n

Instead of dealing damage, the vampire can grapple the target (escape DC 13).

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"t62EsEOmkClxEyHt","flags":{"_sheetTab":"description"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/beast_02.jpg","data":{"description":{"value":"

The Vampire bites one willing creature, or a creature that is @JournalEntry[Grappled] by the vampire, @JournalEntry[Incapacitated], or @JournalEntry[Restrained].

\n
\n

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"2d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} diff --git a/packs/casts.db b/packs/casts.db deleted file mode 100644 index 242ceba9..00000000 --- a/packs/casts.db +++ /dev/null @@ -1,319 +0,0 @@ -{"_id":"04nMsTWkIFvkbXlY","name":"Polymorph","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a Shapechanger or a creature with 0 Hit Points.

\n

The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose Challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a c⁠hallenge rating). The target’s game s⁠tatistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality.

\n

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the Nature of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or s⁠peech.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-2.jpg"} -{"_id":"0xmXiPiuYws1OGcX","name":"Hunter's Mark","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra {@dice 1d6} damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-1.jpg"} -{"_id":"13uVuBQP6VaiSPvC","name":"Water Breathing","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/skills/blue_36.jpg"} -{"_id":"15Fa6q1nH27XfbR8","name":"Dispel Magic","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-orange-2.jpg"} -{"_id":"1ADstb0Xec6HHRcU","name":"Resilient Sphere","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A s⁠phere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the Duration.

\n

Nothing—not physical Objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the s⁠phere can breathe there. The s⁠phere is immune to all damage, and a creature or object inside can’t be damaged by attacks or Effects originating from outside, nor can a creature inside the s⁠phere damage anything outside it.

\n

The s⁠phere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the s⁠phere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-magenta-3.jpg"} -{"_id":"1Drt0SHxbEAHxprN","name":"Conjure Animals","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-orange-3.jpg"} -{"_id":"1LkZvINag7KqBmDR","name":"Conjure Elemental","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"1N8dDMMgZ1h1YJ3B","name":"Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-sky-2.jpg"} -{"_id":"1RzxKZzkQOoioxPj","name":"Glibness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-blue-2.jpg"} -{"_id":"1nhIxh0DsJsntCfj","name":"Knock","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of Manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-1.jpg"} -{"_id":"22dPoeXfaaAv4K3h","name":"Hellish Rebuke","permission":{"default":0},"type":"spell","data":{"description":{"value":"

When you are damaged by a creature within 60 feet of you that you can see, you point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"reaction","cost":1,"condition":"Which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-red-1.jpg"} -{"_id":"2IWiZAJtOGDoKjiz","name":"Gaseous Form","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-acid-2.jpg"} -{"_id":"2RC0EyvBLPH88PZF","name":"Sunbeam","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw.

\n

You can create a new line of radiance as your action on any turn until the spell ends.

\n

For the Duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A magnifying glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-3.jpg"} -{"_id":"2VXGS206tuChoeXy","name":"Speak with Plants","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plan⁠ts about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

\n

You can also turn difficult terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into difficult terrain that lasts for the dur⁠ation, causing vines and branches to hinder pursuers, for example.

\n

P⁠lants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

\n

If a p⁠lant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to influence it.

\n

This spell can cause the p⁠lants created by the Entangle spell to release a Restrained creature.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-1.jpg"} -{"_id":"2skfDtglk1mGrb3l","name":"Detect Poison and Disease","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg"} -{"_id":"2yHXEcrRbadZDr5M","name":"Heat Metal","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of iron and a flame.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-air-fire-3.jpg"} -{"_id":"30ZgXtijJVCxQk5N","name":"Enthrall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisd⁠om (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are Incapacitated or can no longer speak.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"34ddoYIrnOZ2GFYi","name":"Mass Healing Word","permission":{"default":0},"type":"spell","data":{"description":{"value":"

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"35j2QIMmIk6aEdxj","name":"Power Word Stun","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg"} -{"_id":"3Lo9boi7P2ro6QV4","name":"Hold Person","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg"} -{"_id":"3MYDjS6k9IYL0aTj","name":"Calm Emotions","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-2.jpg"} -{"_id":"3OZnNhunvRtPOQmH","name":"Identify","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pearl worth at least 100gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-eerie-1.jpg"} -{"_id":"3okM6Gn63zzEULkz","name":"Wish","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

\n

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly Components. The spell simply takes effect.

\n

Alternatively, you can create one of the following Effects of your choice:

\n \n

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

\n

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell⁠ until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend Resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"41JIhpDyM9Anm7cs","name":"Magic Missile","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg"} -{"_id":"42O2aNBW7vK90gTL","name":"Planar Binding","permission":{"default":0},"type":"spell","data":{"description":{"value":"

With this spell, you attempt to bind a Celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the Duration. If the creature was summoned or created by another spell, that spell’s d⁠uration is extended to match the d⁠uration of this spell.

\n

A bound creature must follow your instructions to the best of its ability. You might c⁠ommand the creature to accompany you on an adventure, to guard a location, or to deliver a m⁠essage. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A jewel worth at least 1,000gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"4H6YgYdKgnX6ZQ8M","name":"Acid Arrow","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-acid-2.jpg"} -{"_id":"4dSvfvTy2ZIJ3K4k","name":"Comprehend Languages","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pinch of soot and salt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-1.jpg"} -{"_id":"4smlOvpF5AQHcyg1","name":"Contingency","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

\n

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

\n

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-eerie-3.jpg"} -{"_id":"4v2H3hHb3Ph9XLNd","name":"Augury","permission":{"default":0},"type":"spell","data":{"description":{"value":"

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

\n\n

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

\n

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Specially marked sticks, bones, or similar tokens worth at least 25 gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"5OGFdJw35QXp6mh6","name":"Mass Suggestion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

\n

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

\n

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"5SuJewoa1CRWaj1F","name":"Burning Hands","permission":{"default":0},"type":"spell","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-2.jpg"} -{"_id":"5VhqFROQYjr1P9lp","name":"Silence","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-1.jpg"} -{"_id":"5e1xTohkzqFqbYH4","name":"Flame Strike","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-red-3.jpg"} -{"_id":"5eh2HFbS13078Y3H","name":"Find Steed","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

\n

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

\n

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

\n

While your steed is within 1 mile of you, you can communicate with it telepathically.

\n

You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/wild-jade-2.jpg"} -{"_id":"64D1gNZ4hx7SWG2x","name":"Forbiddance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can’t tele⁠port into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.

\n

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, Elementals, fey, Fiends, and Undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

\n

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

\n

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material Components are consumed on the last casting.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sprinkle of holy water, rare incense, and powdered ruby worth at least 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"64uo4fHriHLjRUrX","name":"Meld into Stone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the Equipment you carry with the stone for the Duration. Using your Movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical Senses.

\n

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast Spells on yourself while merged in the stone. You can use your Movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

\n

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or Transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","bludgeoning"]],"versatile":"50","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-sky-3.jpg"} -{"_id":"6HEEhLdJz32TL4Js","name":"Foresight","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature and bestow a limited ability to see into the immediate future. For the Duration, the target can’t be surprised and has advantage on Attack rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on a⁠ttack rolls against the target for the du⁠ration.

\n

This spell immediately ends if you cast it again before its Duration ends.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A hummingbird feather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg"} -{"_id":"6g3WLOZ2u0EbaLAd","name":"Hypnotic Pattern","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

\n

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":3,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glowing stick of incense or a crystal vial filled with phosphorescent material.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"76C0FdcxlU8F9Rl2","name":"Word of Recall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"7Fw7Bf1k3xxDVr5L","name":"Fabricate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the spell is commensurate with the quality of the raw materials.

\n

Creatures or Magic Items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such Objects.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-2.jpg"} -{"_id":"7KjExw0kmuqERa7C","name":"Storm of Vengeance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Range: sight

\n

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes.

\n

Each round you maintain Concentration on this spell, the storm produces different Effects on your turn⁠.

\n

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

\n

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects⁠ of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

\n

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":360,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","thunder"]],"versatile":"","value":""},"formula":"10d6","save":{"ability":"con","dc":null,"scaling":"spell"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-royal-3.jpg"} -{"_id":"7UwUjJ6owIQkEPrs","name":"Branding Smite","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-orange-2.jpg"} -{"_id":"7buEm5KhI5lP8m1z","name":"Guiding Bolt","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg"} -{"_id":"7e3QXF10hLNDEdr6","name":"False Life","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 4","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small amount of alcohol or distilled spirits","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-1.jpg"} -{"_id":"7fFHlBk3UNX8gPKL","name":"Control Water","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

\n

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land, instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

\n

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

\n

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

\n

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

\n

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

\n

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

\n

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of water and a pinch of dust.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-blue-3.jpg"} -{"_id":"7p9IuWrSWFgfyQo2","name":"Alarm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-1.jpg"} -{"_id":"7u2obDvuvtZBkTfq","name":"Scorching Ray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

\n

Make a ranged Spell Attack for each ray. On a hit, the target takes 2d6 fire damage.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-red-2.jpg"} -{"_id":"7v06rdmUakoTk1LQ","name":"Magic Mouth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small bit of honeycomb and jade dust worth at least 10gp, which the spell consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_20.jpg"} -{"_id":"82jM6qD9axLJsTrH","name":"Illusory Script","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.

\n

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different me⁠ssage, written in a different hand and language, though the language must be one you know.

\n

Should the spell be dispelled, the original script and the Illusion both disappear.

\n

A creature with Truesight can read the hidden mes⁠sage.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A lead-based ink worth at least 10gp, which the spell consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-1.jpg"} -{"_id":"8MICCMeOXT3aJUy9","name":"Divine Favor","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-sky-2.jpg"} -{"_id":"8PJAsHmbu6UgDHC0","name":"Wind Walk","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":11,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-2.jpg"} -{"_id":"8RTDOt80u8aBv9qx","name":"Alter Self","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

\n

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

\n

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

\n

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-acid-2.jpg"} -{"_id":"8aWtP5hcrmcEesBW","name":"Teleportation Circle","permission":{"default":0},"type":"spell","data":{"description":{"value":"

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

\n

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute.

\n

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to Teleport when you cast the spell in this way.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"8cse7rit0oswRPUP","name":"Arcane Lock","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

\n

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Gold dust worth at least 25 gp, which the spell consumes.","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-2.jpg"} -{"_id":"8dzaICjGy6mTUaUr","name":"Bless","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-1.jpg"} -{"_id":"8sgwRh8NUNkn9Vi0","name":"Secret Chest","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

\n

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

\n

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp","consumed":false,"cost":5050,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"8zT7njvqbpXs4Cel","name":"Spare the Dying","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-1.jpg"} -{"_id":"91Sw6vOIaO7U8DvM","name":"Dominate Person","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"95K2aUhAGV9qXjnf","name":"Bane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-2.jpg"} -{"_id":"9eOZDBImVKxbeOyZ","name":"Enhance Ability","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

\n\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Fur or a feather from a beast","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-royal-2.jpg"} -{"_id":"9gYGkrL6qFTsE6fw","name":"Spike Growth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the Duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

\n

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Seven sharp thorns or seven small twigs, each sharpened to a point","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-acid-2.jpg"} -{"_id":"9hQXdMSmerkTsHDe","name":"Confusion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the spell must make a Wisdom saving throw otherwise it will be affected by the spell.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the spell ends for this target.

\n

Higher Levels. When you cast this spell using a level spell slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher spell slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Three walnut shells.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-magenta-3.jpg"} -{"_id":"9kGrFXnLiRg3Xnbo","name":"Regenerate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the spell, the target regains 1 hit point at the start of each of its turns (10 h⁠it points each minute).

\n

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":"1"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A prayer wheel and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"A3q2gTNqG6fvNGrv","name":"Disguise Self","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-eerie-2.jpg"} -{"_id":"A4RsPuSvB9wFtz1j","name":"Dimension Door","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"AGFMPAmuzwWO6Dfz","name":"Raise Dead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 500gp, which the spell consumes.","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-2.jpg"} -{"_id":"AQsBc94ES7W7s7iG","name":"Wall of Thorns","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the Duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

\n

When the wall appears, each creature within its area must make a Dexterity⁠ saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

\n

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of Movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity⁠ saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of thorns","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-acid-3.jpg"} -{"_id":"ATo0Eb63TDtnu6iA","name":"Animate Objects","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

\n

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

Animated Object Statistics

\n

Size        HP   AC   Attack                                      Str Dex

\n

Tiny        20   18   +8 to hit, 1d4 + 4 damage    4     18

\n

Small     25   16   +6 to hit, 1d8 + 2 damage    6     14

\n

Medium 40   13  +5 to hit, 2d6 + 1 damage    10   12

\n

Large      50   10  +6 to hit, 2d10 + 2 damage  14   10

\n

Huge       80   10  +8 to hit, 2d12 + 4 damage  18   6

\n

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

\n

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"","type":"object"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-royal-2.jpg"} -{"_id":"Advtckpz1B733bu9","name":"Flame Blade","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action.

\n

You can use your action to make a melee spell Attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

\n

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Leaf of sumac","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-orange-2.jpg"} -{"_id":"AoTTjapz1FsGOIZz","name":"Delayed Blast Fireball","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

\n

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

\n

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","fire"]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-red-3.jpg"} -{"_id":"B0pnIcc52O6G8hi8","name":"Longstrider","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-1.jpg"} -{"_id":"B2kbmgbA2WQR00kx","name":"Symbol","permission":{"default":0},"type":"spell","data":{"description":{"value":"

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure⁠ chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

\n

The glyph is nearly invisible⁠, requiring an Intelligence (Investigation) check against your spell save DC to find it.

\n

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common⁠ triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

\n

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics⁠ (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere⁠ with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere⁠ when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there.

\n","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"value":"","scaling":"spell"},"level":7,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"BP3GCwa66IAw1yTG","name":"Daylight","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-2.jpg"} -{"_id":"BQk5Row4NymMnUQl","name":"Hideous Laughter","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg"} -{"_id":"BV0mpbHh29IbbIj5","name":"Create Food and Water","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-1.jpg"} -{"_id":"BYNvBJzHcF5VJhXw","name":"Phantasmal Killer","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened for the Duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdo⁠m saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-eerie-3.jpg"} -{"_id":"Bnn9Nzajixvow9xi","name":"Light","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-sky-1.jpg"} -{"_id":"BrBZdCCrJRIVg7YX","name":"Silent Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg"} -{"_id":"CAxSzHWizrafT033","name":"Dancing Lights","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-sky-2.jpg"} -{"_id":"CKZTpZlxj7hjjo2H","name":"Mage Armor","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/protect-blue-1.jpg"} -{"_id":"CjIq8Ed7bu3vVwT1","name":"Contagion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

\n

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"CylBa7jR8DSbo8Z3","name":"Zone of Truth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

\n

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-2.jpg"} -{"_id":"DGONTFbk5eORs5qv","name":"Black Tentacles","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the Duration, these tentacles turn the ground in the area into difficult terrain.

\n

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be @JournalEntry[Restrai⁠ned] by the tentacles until the spell ends. A creature that starts its turn in the area and is already @JournalEntry[Restrai⁠ned] by the tentacles takes 3d6 bludgeoning damage.

\n

A creature @JournalEntry[Restrained] by the tentacles can use its action to make a Strength or D⁠exterity check (its choice) against your spell save DC. On a success, it frees itself.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of tentacle from a giant octopus or a giant squid","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-eerie-2.jpg"} -{"_id":"DQzlB5Y3k791W5bH","name":"See Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of talc and a small sprinkling of silver powder","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"DUBgwHPakcLDkB6W","name":"Tree Stride","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of Movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement⁠. If you have no movement⁠ left, you appear within 5 feet of the tree you entered.

\n

You can use this transportation ability once per round for the Duration. You must end each turn outside a tree.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-3.jpg"} -{"_id":"E4NXux0RHvME1XgP","name":"Create Undead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

\n

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

\n

Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":"You can cast this spell only at night."},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"spec","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-red-3.jpg"} -{"_id":"EOmsUcFQJTfG2oio","name":"Fire Bolt","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-red-1.jpg"} -{"_id":"ERCv7yuRkQ0YjGx6","name":"Reverse Gravity","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and Objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

\n

If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the Duration.

\n

At the end of the Duration, affected Objects and creatures fall back down.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"cylinder"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"value":"","scaling":"spell"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A lodestone and iron fillings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-2.jpg"} -{"_id":"Ek45cBpVXvJdv1Qy","name":"Counterspell","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-orange-3.jpg"} -{"_id":"Eon0jzGzQRNluTPQ","name":"Antimagic Field","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

\n

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

\n

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

\n

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

\n

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

\n

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron or iron filings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"F0GsG0SJzsIOacwV","name":"Lesser Restoration","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-1.jpg"} -{"_id":"FSMy6VAjDnXY9vWz","name":"Gust of Wind","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A legume seed.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-2.jpg"} -{"_id":"FjYE214HTERCRZNm","name":"Flaming Sphere","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the Duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

\n

As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn.

\n

When you move the Sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable Objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of tallow, a pinch of brimstone, and a dusting of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-air-fire-3.jpg"} -{"_id":"GJ2WYm3SQFR0winH","name":"Antipathy/Sympathy","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-acid-3.jpg"} -{"_id":"GSvLWcdCZLQkilXT","name":"Blink","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

\n

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-1.jpg"} -{"_id":"GtGjNjPBgUHxGYAD","name":"Sending","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of fine copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_20.jpg"} -{"_id":"HBHbOGKNVVprSlwn","name":"Disintegrate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

\n

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"HPvZm8YJO91k6Qdg","name":"Finger of Death","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"HQfd7jJyULIoGxrZ","name":"Telekinesis","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the spell.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

\n

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-3.jpg"} -{"_id":"I2LUSF5ogc7Bj62e","name":"Speak with Dead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-acid-1.jpg"} -{"_id":"IBJmWjzbQGu7M4UX","name":"Fog Cloud","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-water-air-2.jpg"} -{"_id":"ImlCJQwR1VL40Qem","name":"Arcane Eye","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of bat fur.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"Iv2qqSAT7OkXKPFx","name":"Locate Animals or Plants","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-2.jpg"} -{"_id":"IyikgTEOTv701jgQ","name":"Lightning Bolt","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lightning-blue-2.jpg"} -{"_id":"J3uILDYS7MiOfmTJ","name":"Fire Storm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire damages Objects in the area and ignites flammable Objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-3.jpg"} -{"_id":"J6Jpw5XzB5aTeqnz","name":"Plane Shift","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"JGT5bNqu9REL7Fuz","name":"Find Familiar","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-eerie-2.jpg"} -{"_id":"JLTQyqXEaJDrTXyW","name":"Acid Splash","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6acid damage.

\n

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-acid-1.jpg"} -{"_id":"JPwIEfgUPVebr5AH","name":"Barkskin","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-orange-2.jpg"} -{"_id":"JQyigMNPiDnGI18b","name":"Geas","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the spell ends.

\n

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish spell also ends it.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-air-3.jpg"} -{"_id":"JVhKeanAXZH62DrF","name":"Warding Bond","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-orange-2.jpg"} -{"_id":"JYuRBwxpoFhXduvD","name":"Time Stop","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

\n

This spell ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/mech_12.jpg"} -{"_id":"JbxsYXxSOTZbf9I0","name":"Spiritual Weapon","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-magenta-2.jpg"} -{"_id":"KJRVzeMQXPj8Gtyx","name":"Spider Climb","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of bitumen and a spider","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-spirit-1.jpg"} -{"_id":"KeunEkg1JYbOCOhV","name":"Circle of Death","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A sphere of negative energy ripples out in a 60-foot radius from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"The powder of a crushed black pearl worth at least 500 gp.","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-3.jpg"} -{"_id":"KgEw3sDr39C6g8nY","name":"Conjure Minor Elementals","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

\n\n

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-2.jpg"} -{"_id":"KhwiSi9fwVfUPtku","name":"Sleep","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-magenta-1.jpg"} -{"_id":"Kn7K5PtYUJAKZTTp","name":"Purify Food and Drink","permission":{"default":0},"type":"spell","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-jade-1.jpg"} -{"_id":"KrM3oHVv13RAALrS","name":"Find Traps","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-1.jpg"} -{"_id":"L4J89JXqbKs6puEV","name":"Teleport","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

\n

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

\n

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\n

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

\n

On Target. You and your group (or the target object) appear where you want to.

\n

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

\n

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

\n

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"LTDNWoFVJNLjiiNa","name":"Arcane Sword","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a sword-shaped plane of force that hovers within range. It lasts for the Duration.

\n

When the sword appears, you make a melee spell Attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a Bonus Action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

\n

Until the spell ends, you can use a b⁠onus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature platinum sword with a grip and pommel of copper and zinc, worth 250gp","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-orange-3.jpg"} -{"_id":"LWTUqKkUQdMAmOe0","name":"Color Spray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of powder or sand that is colored red, yellow, and blue.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-2.jpg"} -{"_id":"LkvI11Uue774QBKZ","name":"Cloudkill","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

\n

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-acid-3.jpg"} -{"_id":"LmRHHMtplpxr9fX6","name":"Revivify","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Diamonds worth 300gp, which the spell consumes.","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-2.jpg"} -{"_id":"LrPvWHBPmiMQQsKB","name":"Dominate Beast","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-3.jpg"} -{"_id":"MAxM77CDUu8dgIRQ","name":"Protection from Poison","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-acid-1.jpg"} -{"_id":"MBMaQLwoy05qzMJ3","name":"Mislead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the Duration, but the Invisibility ends if you Attack or Cast a Spell.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a Bonus Action, you can switch from using its sens⁠es to using your own, or back again. While you are using its se⁠nses, you are Blinded and Deafened in regard to your own surroundings.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-3.jpg"} -{"_id":"MCEpGpvovcXagwQS","name":"Awaken","permission":{"default":0},"type":"spell","data":{"description":{"value":"

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

\n

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"hour","cost":8,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An agate worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-3.jpg"} -{"_id":"MImfWCzEPRMYD3Xp","name":"Freezing Sphere","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

\n

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

\n

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal sphere","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/light-blue-3.jpg"} -{"_id":"MK6gpQMeDFo0cP9f","name":"Continual Flame","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 50 gp, which the spell consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-orange-2.jpg"} -{"_id":"MOEmz9N0j0QPkKEE","name":"Prayer of Healing","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-2.jpg"} -{"_id":"MRxldJd6C4bsBo3O","name":"Levitate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

\n

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

\n

When the spell ends, the target floats gently to the ground if it is still aloft.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg"} -{"_id":"MUO1uYN7JR1hm4dR","name":"Thaumaturgy","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg"} -{"_id":"Mzh95utKDPIrjiH8","name":"Detect Evil and Good","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg"} -{"_id":"N2UEFq8X5LRsLcOZ","name":"Shapechange","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You assume the form of a different creature for the Duration. The new form can be of any creature with a Challenge rating equal to your level or lower. The creature can’t be a construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

\n

Your game s⁠tatistics are replaced by the s⁠tatistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its Statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary Actions or Lair Actions of the new form.

\n

You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.

\n

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

\n

When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn e⁠quipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of e⁠quipment, based on the creature’s shape and size. Your e⁠quipment doesn’t change shape or size to match the new form, and any e⁠quipment that the new form can’t wear must either fall to the ground or merge into your new form. E⁠quipment that merges has no effect in that state.

\n

During this spell’s Duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more h⁠it points than your current one, your h⁠it points remain at their current value.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-orange-3.jpg"} -{"_id":"NJgxf7pmSsBArIG7","name":"Private Sanctum","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the Duration or until you use an action to dismiss it.

\n

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

\n\n

Casting this spell on the same spot every day for a year makes this effect permanent.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-royal-2.jpg"} -{"_id":"NXWWWgHtWb7Nv21F","name":"Tiny Hut","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

\n

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

\n

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small crystal bead","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/runes-blue-2.jpg"} -{"_id":"NmoRmM1mhuM3pqnY","name":"Wall of Stone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

\n

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.

\n

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

\n

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

\n

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

\n

If you maintain your Concentration on this spell for its whole Duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small block of granite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-orange-3.jpg"} -{"_id":"ODhLKBxLnvvLOnw1","name":"Ray of Enfeeblement","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-jade-2.jpg"} -{"_id":"OVikYmSdHliAG2YD","name":"Insect Plague","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-3.jpg"} -{"_id":"Opwh2PdX4runSBlm","name":"Aid","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny strip of white cloth.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-1.jpg"} -{"_id":"P6f1PPKPd9BCb742","name":"Compulsion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.

\n

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-3.jpg"} -{"_id":"P7mF2MxSuVJwHRRY","name":"Guidance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-1.jpg"} -{"_id":"PQuEgKyCdovOvhqN","name":"Etherealness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the Duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

\n

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a sp⁠ecial ability or magic has given them the ability to do so.

\n

You ignore all Objects and Effects that aren’t on the Ethereal Plane, allowing you to move through obje⁠cts you perceive on the plane you originated from.

\n

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

\n

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-sky-3.jpg"} -{"_id":"Pyzmm8R7rVsNAPsd","name":"Mass Cure Wounds","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-2.jpg"} -{"_id":"QbQZKoXOgHWN06aa","name":"True Polymorph","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the d⁠uration, or until the target drops to 0 hit points⁠ or dies. If you concentrate on this spell for the full Duration, the transformation lasts until it is dispelled.

\n

This spell has no effect on a target with 0 Hit Points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

\n

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose c⁠hallenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a Challenge rating). The target’s game statistics⁠, including mental Ability Scores, are replaced by the statistics⁠ of the new form. It retains its Alignment and personality.

\n

The target assumes the hit points⁠ of its new form, and when it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 hit points⁠, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points⁠, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the nature⁠ of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or speech⁠, unless its new form is capable of such Actions.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

\n

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s Challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s Statistics and resolves all of its Actions and Movement.

\n

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

\n

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics⁠ become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-3.jpg"} -{"_id":"QbTxN5dWIbYZ4jLU","name":"Chain Lightning","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lightning-blue-1.jpg"} -{"_id":"Qf6CAZkc7ms4ZY3e","name":"Goodberry","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-acid-1.jpg"} -{"_id":"QvGcdRUSNRKEQJlK","name":"Stone Shape","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Soft clay, which must be worked into roughly the desired shape of the stone object","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-sky-3.jpg"} -{"_id":"ReMbjfeOKoSj3O79","name":"Stoneskin","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-orange-2.jpg"} -{"_id":"RpKjTlYASrfqUPVA","name":"Cone of Cold","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/ice-blue-3.jpg"} -{"_id":"RvEqsD89Zvd5yex4","name":"Arcanist's Magic Aura","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You place an Illusion on a creature or an object you touch so that Divination Spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

\n

When you cast the spell, choose one or both of the following Effects. The effect lasts for the Duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the i⁠llusion lasts until it is dispelled.

\n

False Aura. You change the way the target appears to Spells and magical Effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

\n

Mask. You change the way the target appears to Spells and magical Effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym⁠bol spell. You choose a creature type and other Spells and magical Effects treat the target as if it were a creature of that type or of that Alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small square of silk","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-2.jpg"} -{"_id":"S7VbUetIfVT7B6Eq","name":"Darkness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} -{"_id":"SAj03P2WBDiWu7zu","name":"Faithful Hound","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the Duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

\n

The hound is Invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisib⁠le creatures and can see into the Ethereal Plane. It ignores illusions.

\n

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s Attack bonus is equal to your Spellcasting ability modifier + your Proficiency Bonus. On a hit, it deals 4d8 piercing damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-eerie-3.jpg"} -{"_id":"SLxA9QhrggTz0taU","name":"Hallow","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following Effects.

\n

First, Celestials, Elementals, fey, Fiends, and Undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer ch⁠armed, frighte⁠ned, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

\n

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these Effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or Trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

\n","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"hour","cost":24,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Herbs, oils, and incense worth at least 1000gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-jade-3.jpg"} -{"_id":"SbSvZKkJASyk8jKo","name":"Druidcraft","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-jade-1.jpg"} -{"_id":"Sgjrf8qqv97CCWM4","name":"Magic Weapon","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to Attack rolls and Damage Rolls.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-blue-2.jpg"} -{"_id":"SgrEKiC6dAtvy6Pz","name":"Instant Summons","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

\n

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

\n

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

\n

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sapphire worth 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-2.jpg"} -{"_id":"SleYkHovQ8NagmeV","name":"Locate Object","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A forked twig","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-royal-2.jpg"} -{"_id":"Szvk5FEVQW3uhJi5","name":"Haste","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

\n

When the spell ends, the target can’t move or take Actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-royal-2.jpg"} -{"_id":"T1vpZLam7LezjToj","name":"Divine Word","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You utter a divine word, imbued with the power that shaped the world at the dawn of Creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n\n

Regardless of its current Hit Points, a Celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of Origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-royal-3.jpg"} -{"_id":"TIoadMIsUKD4edXi","name":"Astral Projection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

\n

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

\n

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

\n

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

\n

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

\n

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes","consumed":true,"cost":1100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-eerie-3.jpg"} -{"_id":"TfRzwEgBHHkCc6Ql","name":"Irresistible Dance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures taht can't be charmed are immune to this spell.

\n

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

","chat":"","unidentified":""},"source":"PGB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/spells/link-blue-2.jpg"} -{"_id":"TgHsuhNasPbhu8MO","name":"Guardian of Faith","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-3.jpg"} -{"_id":"TkJ8Wtg1L7TZtspm","name":"Dispel Evil and Good","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-3.jpg"} -{"_id":"TwlD4PLcltv7Xh7j","name":"Stinking Cloud","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A rotten egg or several skunk cabbage leaves","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-acid-2.jpg"} -{"_id":"UDUnlfPsOAbq2RSE","name":"Blur","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg"} -{"_id":"UJJu9c2UvCzVljiP","name":"Web","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are difficult terrain and lightly obscure their area.

\n

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

\n

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

\n

A creature Restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.

\n

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","fire"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of spiderweb","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-spirit-3.jpg"} -{"_id":"UfHQhA54M4323gVO","name":"Vampiric Touch","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-sky-2.jpg"} -{"_id":"Utk1OQRwYkMkFRD3","name":"Mage Hand","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/ice_16.jpg"} -{"_id":"VtCXMdyM6mAdIJZb","name":"Death Ward","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-eerie-2.jpg"} -{"_id":"VzgFzcmocr1X1cp4","name":"Shillelagh","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-jade-1.jpg"} -{"_id":"W4Qx5z0id6da0vqg","name":"Legend Lore","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense worth at least 250gp, which the spell consumes, and four ivory strips worth at least 50gp each.","consumed":true,"cost":450,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-2.jpg"} -{"_id":"WN2LWEljYU6QqnRH","name":"Ice Storm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/ice-blue-3.jpg"} -{"_id":"WTbOQBsarsL1LuXJ","name":"Thunderwave","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lightning-jade-1.jpg"} -{"_id":"WahI41a3goVUg0x1","name":"Enlarge/Reduce","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

\n

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

\n

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

\n

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-blue-2.jpg"} -{"_id":"Wl2vtJ4hCt2tpWfR","name":"Weird","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere⁠ centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes Frightened for the Duration. The illusion⁠ calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the Frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":9,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-acid-3.jpg"} -{"_id":"WmQpxfjZwF3MGUby","name":"Globe of Invulnerability","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and Objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-blue-3.jpg"} -{"_id":"WzvJ7G3cqvIubsLk","name":"Greater Restoration","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"X3DrXgxjwI2dvkD6","name":"Wall of Fire","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of phosphorous","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-3.jpg"} -{"_id":"X4c8xCkmF8U9HUMz","name":"Mirror Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg"} -{"_id":"X8w9EzYLGc4vQ1H2","name":"Animal Messenger","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-1.jpg"} -{"_id":"XT7nzJmVGgv73uaf","name":"Conjure Celestial","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

\n

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

\n

Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"XXUDGFELgoskdOD0","name":"Fear","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the duration.

\n

While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A white feather or the heart of a hen.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-eerie-2.jpg"} -{"_id":"XZhdgVK3cLoxNCQl","name":"Remove Curse","permission":{"default":0},"type":"spell","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-2.jpg"} -{"_id":"XbwGq5kDJNvAxNXV","name":"Gate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.

\n

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

\n

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

\n

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, Attack you, or help you.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A diamond at least worth 5000gp","consumed":false,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"XqzXSKNR75ZdYTA9","name":"Divination","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-2.jpg"} -{"_id":"XvbiNhNqXXIFisIy","name":"Shocking Grasp","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

\n

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/lightning-blue-1.jpg"} -{"_id":"XzkJpE6XpZfKjODD","name":"True Seeing","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg"} -{"_id":"Y6oItIuhOJZ0i0FC","name":"Mass Heal","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["700","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"Y7uWUO4yqUN0JKl0","name":"Forcecage","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Spells cast into or out from the area.

\n

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

\n

This spell can’t be dispelled by Dispel Magic.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 1500gp","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"YBda6nLKjxdT1LbS","name":"Water Walk","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A piece of cork","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/skills/blue_20.jpg"} -{"_id":"YWtwzp6ZnQJMEmVW","name":"Plant Growth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-acid-2.jpg"} -{"_id":"Z9p1vezIn95jw1Yw","name":"Eldritch Blast","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

\n

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-eerie-1.jpg"} -{"_id":"ZPd73HtKF3At11jh","name":"Control Weather","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

\n

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-3.jpg"} -{"_id":"ZRqu3Xh9FmlBCZGy","name":"Eyebite","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the spell’s Duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

\n","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-3.jpg"} -{"_id":"ZU9d6woBdUP8pIPt","name":"Beacon of Hope","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-sky-3.jpg"} -{"_id":"ZVnL9L8v1KC9TBF4","name":"Imprisonment","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination Spells can’t locate or perceive the target.

\n

When you cast the spell, you choose one of the following forms of imprisonment.

\n

Burial. The target is entombed far beneath the earth in a Sphere of magical force that is just large enough to contain the target. Nothing can pass through the sph⁠ere, nor can any creature Teleport or use Planar Travel to get into or out of it. The spec⁠ia⁠l component for this version of the spell is a small mithral orb.

\n

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Restrained until the spell ends, and it can’t move or be moved by any means until then. The speci⁠al component for this version of the spell is a fine chain of precious metal.

\n

Hedged Prison. The spell transports the target into a tiny Demiplane that is warded against teleportation and Planar Travel. The Demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The speci⁠al component for this version of the spell is a miniature representation of the prison made from jade.

\n

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or Planar Travel. The gemstone can’t be cut or broken while the spell remains in effect. The s⁠pec⁠ial component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

\n

Slumber. The target falls asleep and can’t be awoken. The specia⁠l component for this version of the spell consists of rare soporific herbs.

\n

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable Actions or qualities and not based on intangibles such as level, class, or Hit Points.

\n

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the spe⁠cial component used to create it.

\n

You can use a particular spec⁠ial component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-fire-3.jpg"} -{"_id":"ZrTc23tToJ0JpH2h","name":"Jump","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature. The creature's jump distance is tripled until the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A grasshopper's hind leg","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-2.jpg"} -{"_id":"a2KJHCIbY5Mi4Dmn","name":"Arcane Hand","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s Duration, and it moves at your comma⁠nd, mimicking the movements of your own hand.

\n

The hand is an object that has AC 20 and Hit Points equal to your hit point maximum. If it drops to 0 Hit Points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

\n

When you cast the spell and as a Bonus Action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following Effects with it.

\n

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell Attack for the hand using your game Statistics. On a hit, the target takes 4d8 force damage.

\n

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

\n

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is Grappling the target, you can use a Bonus Action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your Spellcasting ability modifier.

\n

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different com⁠mand. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Stre⁠ngth score. If its Str⁠ength score is higher than the hand’s Str⁠ength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","force"]],"versatile":"2d6","value":""},"formula":"1d20+8","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eggshell and a snakeskin glove","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-eerie-3.jpg"} -{"_id":"a3XtAO5n2GrqiAh5","name":"Create or Destroy Water","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-blue-2.jpg"} -{"_id":"aL1F8fvYLtNzUbKu","name":"Speak with Animals","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-1.jpg"} -{"_id":"aU62xVUBYkAQWIHv","name":"Nondetection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} -{"_id":"ap4dmtshjEbwU3Ts","name":"Rope Trick","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Powdered corn extract and a twisted loop of parchment","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-spirit-1.jpg"} -{"_id":"arzCrMRgcNiQuh43","name":"Command","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg"} -{"_id":"avD5XUtkBPQQR97c","name":"Fire Shield","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-red-3.jpg"} -{"_id":"bA2sk9eMKBeY7EPD","name":"Programmed Illusion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an Illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The i⁠llusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the i⁠llusion behaves and what sounds it makes. This scripted Performance can last up to 5 minutes.

\n

When the condition you specify occurs, the i⁠llusion springs into existence and performs in the manner you described. Once the i⁠llusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the i⁠llusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible Conditions that occur within 30 feet of the area. For example, you could create an i⁠llusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the i⁠llusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece and jade dust worth at least 25gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"bV3yun6MIuFj71Er","name":"Moonbeam","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, dim light fills the cylind⁠er.

\n

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

\n

A Shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

\n

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Several seeds of any moonseed plant and a piece of opalescent feldspar","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-3.jpg"} -{"_id":"bllEWfm9xfEKynhv","name":"Mind Blank","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Spells, and the Charmed condition. The spell even foils Wish s⁠pells and Spells or Effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-3.jpg"} -{"_id":"bnjXlk13ZRJuf5d0","name":"Floating Disk","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the Duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

\n

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

\n

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A drop of mercury","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-1.jpg"} -{"_id":"cYI4RNNjI5GAmLhy","name":"Find the Path","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a Mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

\n

For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-jade-2.jpg"} -{"_id":"ccduLIvutyNqvkgv","name":"Unseen Servant","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command⁠ until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack⁠. If it drops to 0 hit points⁠, the spell ends.

\n

Once on each of your turns as a Bonus Action, you can mentally command⁠ the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending⁠, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command⁠, the servant performs the task to the best of its ability until it completes the task, then waits for your next command⁠.

\n

If you command⁠ the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of string and of wood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-2.jpg"} -{"_id":"cdrYKaFi98YWaBMw","name":"Vicious Mockery","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_24.jpg"} -{"_id":"cg50KpBkBdPK6vPL","name":"Clairvoyance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

\n

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

\n

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"clwv2PWOcT822hlr","name":"Maze","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You banish a creature that you can see within range into a labyrinthine Demiplane. The target remains there for the Duration or until it escapes the maze.

\n

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a Minotaur or Goristro demon automatically succeeds).

\n

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"ctW81uiX56xZR2c5","name":"Ray of Frost","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-1.jpg"} -{"_id":"czXrVRx6XYRWsHAi","name":"Giant Insect","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You transform up to ten centipedes, three spiders, five wasps, or one Scorpion within range into giant versions of their natural forms for the Duration. A centipede becomes a Giant Centipede, a Spider becomes a Giant Spider, a wasp becomes a Giant Wasp, and a Scorpion becomes a Giant Scorpion.

\n

Each creature obeys your verbal commands, and in Combat, they act on Your Turn each round. The DM has the Statistics for these creatures and resolves their Actions and Movement.

\n

A creature remains in its giant size for the Duration, until it drops to 0 Hit Points, or until you use an action to dismiss the effect on it.

\n

The DM might allow you to choose different Targets. For example, if you transform a bee, its giant version might have the same Statistics as a Giant Wasp.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"spec","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-orange-2.jpg"} -{"_id":"d54VDyFulD9xxY7J","name":"Commune","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-3.jpg"} -{"_id":"d9MwcXi7Il3HROXd","name":"Passwall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

\n

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sesame seeds","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"dEfSELiY1eO3cpX9","name":"Conjure Woodland Beings","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n\n

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"One holly berry per creature summoned.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-orange-3.jpg"} -{"_id":"dLJhxDfeyOsc3zsY","name":"Blade Barrier","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-sky-3.jpg"} -{"_id":"dSTu1MaPhBqPITwM","name":"Contact Other Plane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

\n

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-eerie-3.jpg"} -{"_id":"da0a1t2FqaTjRZGT","name":"Freedom of Movement","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Spells and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-spirit-2.jpg"} -{"_id":"dhqBY4TvVjxVmOZd","name":"Sleet Storm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

\n

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls Prone.

\n

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cylinder"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dust and a few drops of water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-blue-3.jpg"} -{"_id":"dl8YwvMboBqX2OC4","name":"Resistance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature clock","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-royal-1.jpg"} -{"_id":"dmvaMLFWFtv0qx0S","name":"Power Word Kill","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-jade-3.jpg"} -{"_id":"dp6xny4v8PDoIGjh","name":"Commune with Nature","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

\n

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

\n\n

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-acid-2.jpg"} -{"_id":"eCPQuQkIabFKTl9u","name":"Produce Flame","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-orange-2.jpg"} -{"_id":"eEpy1ONlXumKS1mp","name":"Dominate Monster","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"eGMhwmuleAM46C6L","name":"Prismatic Spray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

\n
    \n
  1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  2. \n
  3. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  4. \n
  5. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  6. \n
  7. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  8. \n
  9. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  10. \n
  11. Indigo. On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
  12. \n
  13. Violet. On a failed save, the target is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  14. \n
  15. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
  16. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-royal-3.jpg"} -{"_id":"ePhRKHXRE7l1sEoQ","name":"Project Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the i⁠llusion takes any damage, it disappears, and the spell ends.

\n

You can use your action to move this i⁠llusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On Your Turn as a Bonus Action, you can switch from using its se⁠nses to using your own, or back again. While you are using its sen⁠ses, you are Blinded and Deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an ⁠illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":500,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small replica of you made from material worth at least 5gp","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-3.jpg"} -{"_id":"eS7XnnApoxRxYXPs","name":"Charm Person","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg"} -{"_id":"ehvmg9U9fcMEhE4z","name":"Call Lightning","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

\n

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

\n

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

\n

Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","lightning"]],"versatile":"4d10"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lighting-sky-2.jpg"} -{"_id":"ej6wyY4G1gOcb1U6","name":"Magic Jar","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

\n

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

\n

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

\n

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

\n

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

\n

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

\n

When the spell ends, the container is destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem, crystal, reliquary, or some other ornamental container worth at least 500gp","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-eerie-3.jpg"} -{"_id":"etgcR9wqmrhyZ0tx","name":"Grease","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

\n

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of pork rind or butter","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-1.jpg"} -{"_id":"ew6GA8dJy2spQmFW","name":"Wind Wall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the Duration.

\n

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

\n

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects⁠ can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows⁠, bolts, and other ordinary projectiles launched at targets⁠ behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in g⁠aseous form can’t pass through it.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny fan and a feather of exotic origin","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-sky-3.jpg"} -{"_id":"f38w5rd9SgdmWc6F","name":"Mirage Arcane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

\n

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

\n

The Illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede Movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

\n

Creatures with Truesight can see through the Illusion to the terrain’s true form; however, all other elements of the illu⁠sion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illus⁠ion.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"mi","type":"square"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-blue-3.jpg"} -{"_id":"fVbCxFRaORalHB20","name":"Scrying","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg"} -{"_id":"fkREcytuZ8sngWtC","name":"Planar Ally","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You beseech an otherworldly entity for aid. The being must be known to you: a god, a Primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

\n

When the creature appears, it is under no Compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its Services.

\n

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or Magic Items to an allied Temple, while a fiend might demand a living sacrifice or a gift of Treasure. Some creatures might exchange their service for a quest undertaken by you.

\n

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

\n

After the creature completes the task, or when the agreed-upon Duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

\n

A creature enlisted to join your group counts as a member of it, receiving a full share of Experience Points awarded.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"fzZnVKLmBMo2f5up","name":"Wall of Ice","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

\n

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

\n

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points⁠⁠ per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points⁠ destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":"5d6"},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of quartz","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-3.jpg"} -{"_id":"g2u9PYfqWQAyg9OI","name":"Poison Spray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

⁠This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-acid-2.jpg"} -{"_id":"gMrWeG8fMDPRFiVe","name":"Entangle","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-acid-2.jpg"} -{"_id":"gXtzz9t1DTzJeLr4","name":"Locate Creature","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-3.jpg"} -{"_id":"ge3Saet9zPTDyaoL","name":"Heroism","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-2.jpg"} -{"_id":"ghXTfe7sgCbgf1Q8","name":"Detect Magic","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-2.jpg"} -{"_id":"gopnZvS0c2jD5FP8","name":"Tongues","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/light_07.jpg"} -{"_id":"gvdA9nPuWLck4tBl","name":"Sanctuary","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-sky-2.jpg"} -{"_id":"h830iyqParFleNqR","name":"Clone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.","consumed":true,"cost":null,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-2.jpg"} -{"_id":"hDOENzjuj5WpLq7B","name":"Animal Friendship","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-2.jpg"} -{"_id":"hJ6ZiA3fpoY8v9cp","name":"Darkvision","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a pinch of dried carrot or an agate","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-1.jpg"} -{"_id":"hYCrN82dMJFuJODB","name":"Feeblemind","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You blast the mind of a creature that you can see within range, attempting to shat⁠ter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

\n

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast Spells, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, ide⁠ntify its frie⁠nds, follow them, and even protect them.

\n

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

\n

The spell can also be ended by Greater Restoration, heal, or wish.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of clay, crystal, glass, or mineral spheres","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-eerie-3.jpg"} -{"_id":"hzK7FQya0BDjSmLE","name":"Sunburst","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw.

\n

A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer b⁠linded.

\n

This spell dispels any Darkness in its area that was created by a spell.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and a piece of sunstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-3.jpg"} -{"_id":"icZokbgV1jIMpNCv","name":"Message","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/light_07.jpg"} -{"_id":"j8NtLXOOJ3GAKF8I","name":"Protection from Energy","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-jade-2.jpg"} -{"_id":"j8S49Rea8b1640Zi","name":"Holy Aura","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all Saving Throws, and other creatures have disadvantage on Attack rolls against them until the spell ends. In addition, when a fiend or an Undead hits an affected creature with a melee atta⁠ck, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be Blinded until the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"value":"","scaling":"spell"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-3.jpg"} -{"_id":"jZ6JNykRtdQ90MOo","name":"Shield of Faith","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-sky-2.jpg"} -{"_id":"jccbeBIfLrqEZnDP","name":"Simulacrum","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

\n

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

\n

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

\n

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"hour","cost":12,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell","consumed":true,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-royal-3.jpg"} -{"_id":"jhhT9PsHy5A7EojO","name":"Resurrection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"jmfu8zj4zjjzUbeh","name":"Prismatic Wall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

\n

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute.

\n

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

\n

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the spell. An Antimagic Field has no effect on the wall, and Dispel Magic works only against the violet layer.

\n
    \n
  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical Ranged Attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. \n
  3. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical Ranged Attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  4. \n
  5. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  6. \n
  7. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
  8. \n
  9. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  10. \n
  11. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n\n
  12. \n
  13. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or a similar spell of equal or higher level that can end Spells and magical Effects.
  14. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"units":"ft","type":"wall"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-2.jpg"} -{"_id":"kSPRpeIx3w3nihrF","name":"Dream","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"spell"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-3.jpg"} -{"_id":"kjmjY0zlE6IEiQVL","name":"Mending","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-blue-1.jpg"} -{"_id":"kozNy29b0X6exFhY","name":"Flesh to Stone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

\n

A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the Duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your Concentration on this spell for the entire possible Duration, the creature is turned to stone until the effect is removed.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of lime, water, and earth","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-blue-2.jpg"} -{"_id":"ksaaTxIbKx2sJfia","name":"Inflict Wounds","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-jade-2.jpg"} -{"_id":"l9Ju5KE7bbn3WpTm","name":"Hold Monster","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This spell has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small straight up piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg"} -{"_id":"lnaGnxMzpYnbw1uU","name":"Creation","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

\n\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-eerie-3.jpg"} -{"_id":"mF52ldF79Cr7wfQo","name":"Meteor Swarm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius s⁠phere centered on each point you choose must make a Dexterity saving throw. The s⁠phere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The spell damages o⁠bjects in the area and ignites flammable o⁠bjects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":40,"units":"ft","type":"sphere"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20d6","bludgeoning"],["20d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-3.jpg"} -{"_id":"mGGlcLdggHwcL7MG","name":"True Strike","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight⁠ into the target’s defenses. On your next turn, you gain advantage on your first attack⁠ roll against the target, provided that this spell hasn’t ended.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"div","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-sky-1.jpg"} -{"_id":"mbFw57uyfLkyiw5k","name":"Seeming","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

\n

The spell disguises physical appearance as well as clothing, armor, Weapons, and Equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The spell lasts for the Duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence  (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"mgFqi0ev8f7Ut19y","name":"Heroes' Feast","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

\n

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem-encrusted bowl worth at least 1000gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-3.jpg"} -{"_id":"n4JDcFKe5ikzYmAc","name":"Gentle Repose","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-2.jpg"} -{"_id":"n9pJzTDsAwQxJVRl","name":"Sacred Flame","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-orange-2.jpg"} -{"_id":"nqBDWkVOfcGZt4YU","name":"Faerie Fire","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-jade-2.jpg"} -{"_id":"nslx2nT3p4lNkmdp","name":"Major Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg"} -{"_id":"o8Dh7fblk1d16tnO","name":"Healing Word","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-1.jpg"} -{"_id":"o9ZCvuD2B1OTcubb","name":"Wall of Force","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

\n

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-magenta-3.jpg"} -{"_id":"oIzA2MEHwxhtQneU","name":"Minor Illusion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_12.jpg"} -{"_id":"ohqAIBg6de989CIo","name":"Animal Shapes","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

\n

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

\n

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-3.jpg"} -{"_id":"oyE5nVppa5mde5gT","name":"Animate Dead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-red-2.jpg"} -{"_id":"pB7XVYwdGNcUG935","name":"Glyph of Warding","permission":{"default":0},"type":"spell","data":{"description":{"value":"

When you cast this spell, you inscribe a glyph that affects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

\n

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

\n

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

\n

You can further refine the trigger so the spell activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose explosive runes or a spell glyph.

\n

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

\n

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense and powdered diamond worth at least 200gp, which the spell consumes","consumed":true,"cost":200,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-2.jpg"} -{"_id":"pO4zGe5LmFIYqJiL","name":"Bestow Curse","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

\n\n

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

\n

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"spell"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-fire-2.jpg"} -{"_id":"pRMvmknwLf2tdMTj","name":"Pass without Trace","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Ashes from a burned leaf of mistletoe and a sprig of spruce","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-air-1.jpg"} -{"_id":"pV04y1iXoWiom6bp","name":"Incendiary Cloud","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius Sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-3.jpg"} -{"_id":"pn4SnsFDvYDiE6rC","name":"Magnificent Mansion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure an extradimensional dwelling in range that lasts for the Duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is Invisible.

\n

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

\n

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent Servants attends all who enter. You decide the visual appearance of these Servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t Attack or take any action that would directly harm another creature. Thus the Servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The Servants can go anywhere in the mansion but can’t leave it. Furnishings and other Objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5gp","consumed":false,"cost":15,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"ppWAAEul0QHtm4er","name":"Detect Thoughts","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-eerie-2.jpg"} -{"_id":"pub0OWVEB71XQx1n","name":"Feather Fall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-magenta-2.jpg"} -{"_id":"pxpb2eOB6bv4phAf","name":"Banishment","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"spell"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-3.jpg"} -{"_id":"pybg5MNc3lkerH4Y","name":"Blight","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-acid-3.jpg"} -{"_id":"qLeEXZDbW5y4bmLY","name":"True Resurrection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes","consumed":true,"cost":25000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"qcYitWoSMTnKkzM1","name":"Heal","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. This spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on constructs or Undead.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"r3243JU4AyQJyfX4","name":"Modify Memory","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes Charmed by you for the Duration. The cha⁠rmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

\n

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

\n

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, Alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

\n

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-3.jpg"} -{"_id":"s7nXgot5gGZVcMrv","name":"Transport via Plants","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of Movement.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":2,"units":"spec","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-3.jpg"} -{"_id":"sTIkQK7KuQNOyY0C","name":"Hallucinatory Terrain","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren’t changed in appearance.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn’t obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A stone, a twig, and a bit of green plant","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg"} -{"_id":"tEpDmYZNGc9f5OhJ","name":"Greater Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-water-air-3.jpg"} -{"_id":"tMH6Ivn4GmE1naMj","name":"Harm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"uAwtVZkiSTyP6ORB","name":"Telepathic Bond","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

\n

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Pieces of eggshell from two different kinds of creatures","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/link-blue-1.jpg"} -{"_id":"uCud2s4TjMfjiXUb","name":"Spirit Guardians","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-sky-2.jpg"} -{"_id":"uUWb1wZgtMou0TVP","name":"Cure Wounds","permission":{"default":0},"type":"spell","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-1.jpg"} -{"_id":"udsLtG0BugXHR2JQ","name":"Prestidigitation","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg"} -{"_id":"vrN18tbTw7io5MWd","name":"Chill Touch","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

\n

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/ice-blue-1.jpg"} -{"_id":"wJKpSvSTbSkTjqyb","name":"Shatter","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

\n

Higher Levels. When you cast this spell using a 3 or higher level spell slot, the damage of the spell increases by 1d8 for each level of higher spell slot 2.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A chip of mica","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-sky-2.jpg"} -{"_id":"wXzkqpeFP8eWgJzK","name":"Antilife Shell","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

\n

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

\n

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-jade-2.jpg"} -{"_id":"wpx42mtoZ5BmXRs1","name":"Phantom Steed","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-2.jpg"} -{"_id":"wqfAVANuQonNBgnL","name":"Misty Step","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-1.jpg"} -{"_id":"wvLbtemkH8gyBpdc","name":"Sequester","permission":{"default":0},"type":"spell","data":{"description":{"value":"

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the Duration. When you cast the spell and touch the target, it becomes Invisible and can’t be targeted by d⁠ivination s⁠pells or perceived through Scrying sensors created by Divination Spells.

\n

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

\n

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the Tarrasque awakens.” This spell also ends if the target takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes","consumed":true,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg"} -{"_id":"x5JNBSyIBBZsjcGT","name":"Earthquake","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the Duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s Concentration is broken.

\n

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This spell can have additional Effects depending on the terrain in the area, as determined by the DM.

\n

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dirt, a piece of rock, and a lump of clay","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-orange-3.jpg"} -{"_id":"xNM9CzQQr2CieM4B","name":"Demiplane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"con","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"xmDBqZhRVrtLP8h2","name":"Protection from Evil and Good","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-sky-2.jpg"} -{"_id":"y8A4HfTwd93ypdEz","name":"Magic Circle","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylin⁠der intersects with the floor or other surface.

\n

Choose one or more of the following types of creatures: Celestials, Elementals, fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

\n\n

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cyl⁠inder and protecting targ⁠ets outside it.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 Hour for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Holy water or powdered silver and iron worth at least 100gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"yI0XWIgI0IGGsR3R","name":"Move Earth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

\n

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

\n

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.

\n

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

\n

Similarly, this spell doesn’t directly affect Plant Growth. The moved earth carries any Plants along with it.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":2,"units":"hour"},"target":{"value":40,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An iron blade and a small bag containing a mixture of soils- clay, loam, and sand","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-orange-3.jpg"} -{"_id":"yN3XZZujhR4aVvPa","name":"Conjure Fey","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

\n

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

\n

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

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"yfbK8gZqESlaoY5t","name":"Fly","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-spirit-1.jpg"} -{"_id":"yqUDoxk4x0NWG5Bz","name":"Slow","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

\n

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of molasses.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-2.jpg"} -{"_id":"yw0tYQkOMCgKZ8Ur","name":"Guards and Wards","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

\n

When you cast this spell, you can specify individuals that are unaffected by any or all of the Effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these Effects.

\n

Guards and wards creates the following Effects within the warded area.

\n

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an Illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

\n

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

\n

Other Spell Effect. You can place your choice of one of the following magical Effects within the warded area of the stronghold.

\n\n

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10gp","consumed":false,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"z1mx84ONwkXKUZd7","name":"Shield","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg"} -{"_id":"zMAWdyc8UVb37BK4","name":"Suggestion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"zMEo5DKK8uxsuWnq","name":"Reincarnate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

\n

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Race
01-04Dragonborn
05-13Dwarf, hill
14-21Dwarf, mountain
22-25Elf, dark
26-34Elf, high
35-42Elf, wood
43-46Gnome, forest
47-52Gnome, rock
53-56Half-elf
57-60Half-orc
61-68Halfling, lightfoot
69-79Halfling, stout
77-96Human
97-00Tiefling
\n

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its Racial Traits accordingly.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare oils and unguents worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"zPGohqJRir6MyQ3U","name":"Expeditious Retreat","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-1.jpg"} -{"_id":"ztgcdrWPshKRpFd0","name":"Fireball","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-red-2.jpg"} -{"_id":"zwGsAv6kmwzYGhh3","name":"Blindness/Deafness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} diff --git a/packs/classes.db b/packs/classes.db deleted file mode 100644 index 49ae24af..00000000 --- a/packs/classes.db +++ /dev/null @@ -1,12 +0,0 @@ -{"_id":"6T08zzKtmmpVwlXU","name":"Sorcerer","permission":{"default":0},"type":"class","data":{"description":{"value":"

A magic wielder who drawers their power either from their ancestry or the wild magic around them.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"]},"spellcasting":"full"},"flags":{},"img":"systems/dnd5e/icons/skills/fire_08.jpg"} -{"_id":"6VoZrWxhOEKGYhnq","name":"Monk","permission":{"default":0},"type":"class","data":{"description":{"value":"

Warrior trained in the use of their body as a weapon, capable of harnessing the ki to devastating effect.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"]},"spellcasting":"none"},"flags":{},"img":"systems/dnd5e/icons/skills/blue_35.jpg"} -{"_id":"7WJp9vhi6F6SlAFa","name":"Warlock","permission":{"default":0},"type":"class","data":{"description":{"value":"

Once a mortal, they are now capable of wielding great power gifted to them by a greater power in exchange for their service.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"]},"spellcasting":"pact"},"flags":{},"img":"systems/dnd5e/icons/skills/violet_21.jpg"} -{"_id":"ABEBgWyRhVlDUIfq","name":"Fighter","permission":{"default":0},"type":"class","data":{"description":{"value":"

Trained in a variety of marital combat, capable of dealing devastating blows and weathering the same.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"]},"spellcasting":"none"},"flags":{},"img":"systems/dnd5e/icons/skills/gray_08.jpg"} -{"_id":"ILvRZGEx3aXqSVUt","name":"Bard","permission":{"default":0},"type":"class","data":{"description":{"value":"

A story teller or performer that weaves the threads of magic into their songs and dance.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"]},"spellcasting":"full"},"flags":{},"img":"systems/dnd5e/icons/skills/affliction_24.jpg"} -{"_id":"VkRQ7glQvTWWiOCS","name":"Ranger","permission":{"default":0},"type":"class","data":{"description":{"value":"

A combatant trained in the use of martial weapons and magic, relying on their knowledge of their surroundings they fight in remote areas.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"]},"spellcasting":"half"},"flags":{},"img":"systems/dnd5e/icons/skills/green_01.jpg"} -{"_id":"gZiUvbXWLs0pOp0c","name":"Paladin","permission":{"default":0},"type":"class","data":{"description":{"value":"

A warrior sworn to duty by the oath they swore either to themselves or the god they serve.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"]},"spellcasting":"half"},"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg"} -{"_id":"pvEzGSv71zBhaolc","name":"Barbarian","permission":{"default":0},"type":"class","data":{"description":{"value":"

An unarmoured warrior of great strength fueled, either by rage or their bond with nature.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":["ani","ath","itm","nat","prc","sur"]},"spellcasting":"none"},"flags":{},"img":"systems/dnd5e/icons/skills/weapon_01.jpg"} -{"_id":"tlwBnN8GmqJcTgub","name":"Cleric","permission":{"default":0},"type":"class","data":{"description":{"value":"

A chosen champion blessed with strength and magic by their deity, capable of inflicting and curing injuries.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["his","ins","med","per","rel"]},"spellcasting":"full"},"flags":{},"img":"systems/dnd5e/icons/skills/light_04.jpg"} -{"_id":"wZK2Q0rXB0AQo8h3","name":"Wizard","permission":{"default":0},"type":"class","data":{"description":{"value":"

A magic wielder who drawers their power from study and understanding of the arcane, capable of creation and destruction in equal measure.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"]},"spellcasting":"full"},"flags":{},"img":"systems/dnd5e/icons/skills/blue_13.jpg"} -{"_id":"xEb8jmA5HlNs7xTF","name":"Rogue","permission":{"default":0},"type":"class","data":{"description":{"value":"

Trained in shadowy skills such as assassination and infiltration, capable of delivering killing blows from the shadows.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"]},"spellcasting":"none"},"flags":{},"img":"systems/dnd5e/icons/skills/gray_04.jpg"} -{"_id":"ygVYgPbJkaH0tH1N","name":"Druid","permission":{"default":0},"type":"class","data":{"description":{"value":"

A magician who wields powers born of nature and the elements, often taking the form of the animals they seek to protect.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","ani","ins","med","nat","prc","rel","sur"]},"spellcasting":"full"},"flags":{},"img":"systems/dnd5e/icons/skills/green_13.jpg"} diff --git a/packs/classfeatures.db b/packs/classfeatures.db deleted file mode 100644 index 57aa8c7d..00000000 --- a/packs/classfeatures.db +++ /dev/null @@ -1,214 +0,0 @@ -{"_id":"01pcLg6PRu5zGrsb","name":"Cunning Action","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg"} -{"_id":"06NVMYf58Z76O85O","name":"Fighting Style: Protection","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84","activation":{"type":"reaction","cost":1,"condition":"Must be wearing a shield."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 1, Champion 10, Paladin 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":198}},"img":"systems/dnd5e/icons/skills/weapon_14.jpg"} -{"_id":"0C04rwyvoknvFYiy","name":"Eldritch Master","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":32}},"img":"systems/dnd5e/icons/skills/violet_26.jpg"} -{"_id":"0Jgf8fYY2ExwgQpN","name":"Mindless Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your @Compendium[dnd5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, the effect is suspended for the duration of the rage.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Path of the Berserker 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":137}},"img":"systems/dnd5e/icons/skills/affliction_24.jpg"} -{"_id":"10b6z2W1txNkrGP7","name":"Ki","permission":{"default":0},"type":"feat","data":{"description":{"value":"
\n

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

\n

You can spend these points to fuel various ki features. You start knowing three such features: @Compendium[dnd5e.classfeatures.5MwNlVZK7m6VolOH]{Ki: Flurry of Blows}, @Compendium[dnd5e.classfeatures.TDglPcxIVEzvVSgK]{Ki: Patient Defense}, and @Compendium[dnd5e.classfeatures.yrSFIGTaQOH2PFRI]{Ki: Step of the Wind}. You learn more ki features as you gain levels in this class. 

\n

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":186}},"img":"systems/dnd5e/icons/skills/yellow_13.jpg"} -{"name":"Multiattack: Whirlwind Attack","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Hunter 11","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/yellow_06.jpg","_id":"1DY8w3CXeD7PHDXF"} -{"_id":"1dJHU48yNqn3lcfx","name":"Ranger Archetype","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":152}},"img":"systems/dnd5e/icons/skills/nature_05.jpg"} -{"_id":"2fyuw7MiCnocDeAU","name":"Invocation: Agonizing Blast","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you cast @Compendium[dnd5e.spells.Z9p1vezIn95jw1Yw]{Eldritch Blast}, add your Charisma modifier to the damage it deals on a hit.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2, Eldritch Blast","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":20}},"img":"systems/dnd5e/icons/skills/affliction_12.jpg"} -{"name":"Signature Spells (Second Spell)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 20","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{"entityorder":{"order":53}},"img":"systems/dnd5e/icons/skills/yellow_38.jpg","_id":"31bKbWe9ZGVLEns6"} -{"_id":"3647zjKSE9zFwOXc","name":"Dragon Wings","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 103","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":74}},"img":"systems/dnd5e/icons/skills/blue_02.jpg"} -{"_id":"3CaP1vFHVR8LgHjx","name":"Foe Slayer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod",""]],"versatile":"","value":""},"formula":"@mod","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":157}},"img":"systems/dnd5e/icons/skills/arrow_03.jpg"} -{"_id":"3FB25qKxmkmxcxuC","name":"Land's Stride (Circle of the Land)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the @Compendium[dnd5e.spells.gMrWeG8fMDPRFiVe]{Entangle} spell.

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Circle of the Land 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":126}},"img":"systems/dnd5e/icons/skills/green_16.jpg"} -{"_id":"3Nc6u9pyStByuJsm","name":"Fighting Style: Great Weapon Fighting","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 1, Champion 10, Paladin 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":197}},"img":"systems/dnd5e/icons/skills/yellow_16.jpg"} -{"_id":"3VDZGs5Ug3hIE322","name":"Font of Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning when you reach 5th level, you regain all of your expended uses of @Compendium[dnd5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton} when you finish a short or long rest.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":223}},"img":"systems/dnd5e/icons/skills/green_22.jpg"} -{"_id":"3jwFt3hSqDswBlOH","name":"Ki: Empty Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

Additionally, you can spend 8 ki points to cast the @Compendium[dnd5e.spells.TIoadMIsUKD4edXi]{Astral Projection} spell, without needing material components. When you do so, you can’t take any other creatures with you.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":"Also requires 4 ki points (or 8 for Astral Projection)."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":183}},"img":"systems/dnd5e/icons/skills/shadow_17.jpg"} -{"_id":"3sN91lT1R3oxcDKd","name":"Invocation: Devil's Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":14}},"img":"systems/dnd5e/icons/skills/shadow_17.jpg"} -{"_id":"3sYPftQKnbbVnHrh","name":"Expertise (Rogue)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":146}},"img":"systems/dnd5e/icons/skills/yellow_35.jpg"} -{"_id":"4UOgxzr83vFuUash","name":"Supreme Healing","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Life Domain 17","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":132}},"img":"systems/dnd5e/icons/skills/green_19.jpg"} -{"_id":"4Vpj9vCOB37GtXk6","name":"Favored Enemy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":159}},"img":"systems/dnd5e/icons/skills/violet_22.jpg"} -{"_id":"5MwNlVZK7m6VolOH","name":"Ki: Flurry of Blows","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"bonus","cost":1,"condition":"Comes immediately after taking the Attack action."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":182}},"img":"systems/dnd5e/icons/skills/blood_11.jpg"} -{"_id":"5gx1O0sxK08awEO9","name":"Hunter's Prey: Colossus Slayer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":102}},"img":"systems/dnd5e/icons/skills/yellow_14.jpg"} -{"_id":"5zPmHPQUne7RDfaU","name":"Cutting Words","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of @Compendium[dnd5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton}, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"reaction","cost":1,"condition":"Target must be able to hear you and not be immune to being Charmed."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"College of Lore 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":135}},"img":"systems/dnd5e/icons/skills/yellow_17.jpg"} -{"_id":"61kXR1sniXHjvN17","name":"Invocation: Beast Speech","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.aL1F8fvYLtNzUbKu]{Speak with Animals} at will, without expending a spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":19}},"img":"systems/dnd5e/icons/skills/green_13.jpg"} -{"_id":"653ZHbNcmm7ZGXbw","name":"Indomitable","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":216}},"img":"systems/dnd5e/icons/skills/fire_07.jpg"} -{"_id":"65ReXU4ZWqcSs3Cm","name":"Invocation: Gaze of Two Minds","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":"Target must be a willing humanoid."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":17}},"img":"systems/dnd5e/icons/skills/light_01.jpg"} -{"_id":"6VBXkjjBgjSpNElh","name":"Sculpt Spells","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 117","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"School of Evocation 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":63}},"img":"systems/dnd5e/icons/skills/green_08.jpg"} -{"_id":"7D2EkLdISwShEDlN","name":"Ki: Diamond Soul","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":184}},"img":"systems/dnd5e/icons/skills/ice_01.jpg"} -{"_id":"7O85kj6uDEG5NzUE","name":"Empowered Evocation","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

","chat":"","unidentified":""},"source":"PHB pg. 117","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"The bonus to one damage roll:","critical":null,"damage":{"parts":[["@mod",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"School of Evocation 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":47}},"img":"systems/dnd5e/icons/skills/fire_11.jpg"} -{"_id":"7flZKruSSu6dHg6D","name":"Ki-Empowered Strikes","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":185}},"img":"systems/dnd5e/icons/skills/fire_07.jpg"} -{"_id":"7pyZjz5vlUWV01qQ","name":"Superior Hunter's Defense: Uncanny Dodge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"reaction","cost":1,"condition":"Attacker must be visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":106}},"img":"systems/dnd5e/icons/skills/blue_06.jpg"} -{"_id":"7uzJ2JkmsdRGLra3","name":"Evocation Savant","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 117","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"School of Evocation 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":51}},"img":"systems/dnd5e/icons/skills/yellow_15.jpg"} -{"_id":"7vSrGc0MP5Vzm9Ac","name":"Unarmored Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

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

 

","chat":"","unidentified":""},"source":"PHB pg. 77-78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 2 ","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":169}},"img":"systems/dnd5e/icons/skills/green_16.jpg"} -{"_id":"817KqS2EZMXVZZBL","name":"Roguish Archtype","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":144}},"img":"systems/dnd5e/icons/skills/violet_07.jpg"} -{"name":"Channel Divinity (Paladin)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Paladin 3","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/yellow_38.jpg","_id":"8M7uOPhbTxoxxJSo"} -{"name":"Eldritch Invocations","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Warlock LevelInvocations Known
2nd2
3rd2
4th2
5th3
6th3
7th4
8th4
9th5
10th5
11th5
12th6
13th6
14th6
15th7
16th7
17th7
18th8
19th8
20th8
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 107; 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/violet_28.jpg","_id":"8MlxM2nEfE3Q0EVk"} -{"_id":"8YwPFv3UAPjWVDNf","name":"Fighting Style: Archery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 1, Champion 10, Ranger 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":194}},"img":"systems/dnd5e/icons/skills/green_01.jpg"} -{"_id":"8fbZt2Qh7ZttwIan","name":"Natural Explorer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":154}},"img":"systems/dnd5e/icons/skills/nature_01.jpg"} -{"_id":"8zciiglzEOZo7DDN","name":"Invocation: Otherwordly Leap","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.ZrTc23tToJ0JpH2h]{Jump} on yourself at will, without expending a spell slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":28}},"img":"systems/dnd5e/icons/skills/yellow_11.jpg"} -{"_id":"9UZ2WjUF2k58CQug","name":"Fiendish Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"The Fiend 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":40}},"img":"systems/dnd5e/icons/skills/blue_34.jpg"} -{"_id":"9Uh7uTDNZ04oTJsL","name":"Metamagic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":69}},"img":"systems/dnd5e/icons/skills/nature_07.jpg"} -{"_id":"9dSSa68mIPoX2ezA","name":"Pact of the Blade","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":43}},"img":"systems/dnd5e/icons/skills/affliction_06.jpg"} -{"_id":"AEWr9EMxy5gj4ZFT","name":"Arcane Tradition","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":49}},"img":"systems/dnd5e/icons/skills/blue_08.jpg"} -{"_id":"ANE5gjojvhNEagzz","name":"Holy Nimbus","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Oath of Devotion 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":111}},"img":"systems/dnd5e/icons/skills/light_03.jpg"} -{"_id":"C5fzaOBc6HxyOWRn","name":"Land's Stride (Ranger)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the @Compendium[dnd5e.spells.gMrWeG8fMDPRFiVe]{Entangle} spell.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 8","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":155}},"img":"systems/dnd5e/icons/skills/green_16.jpg"} -{"_id":"C6sHdDGmCMo0cYHd","name":"Hunter's Prey: Horde Breaker","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":104}},"img":"systems/dnd5e/icons/skills/yellow_18.jpg"} -{"_id":"CFIYXDmbmSP8BXjN","name":"Invocation: Book of Ancient Secrets","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 3, Pact of the Tome","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":26}},"img":"systems/dnd5e/icons/items/inventory/book-folder.jpg"} -{"_id":"CkbbAckeCtyHXEnL","name":"Frenzy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting when you choose this path at 3rd level, you can go into a frenzy when you @Compendium[dnd5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Path of the Berserker 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":136}},"img":"systems/dnd5e/icons/skills/red_33.jpg"} -{"_id":"DPN2Gfk8yi1Z5wp7","name":"Sneak Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(@classes.rogue.levels /2))d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":142}},"img":"systems/dnd5e/icons/skills/violet_27.jpg"} -{"_id":"DZpAa3LzMNBexbmX","name":"Metamagic: Distant Spell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":73}},"img":"systems/dnd5e/icons/skills/blue_03.jpg"} -{"_id":"DhU2dWCNnX78TstR","name":"Vanish","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":151}},"img":"systems/dnd5e/icons/skills/shadow_17.jpg"} -{"_id":"DjXi0IkCTbJx1gsp","name":"Invocation: Mire the Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.yqUDoxk4x0NWG5Bz]{Slow} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":18}},"img":"systems/dnd5e/icons/skills/mech_12.jpg"} -{"_id":"Dop1RcU5UdhSVLYS","name":"Grappler","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Prerequisite: Strength 13 or higher

\n

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

\n

You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB pg. 167","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"STR 13 or higher","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_08.jpg"} -{"_id":"E8ozg8avUVOX9N7u","name":"Divine Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the @Compendium[dnd5e.spells.SLxA9QhrggTz0taU]{Hallow} spell. 

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":164}},"img":"systems/dnd5e/icons/skills/light_02.jpg"} -{"_id":"EZsonMThTNLZq35j","name":"Dragon Ancestor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":72}},"img":"systems/dnd5e/icons/skills/fire_05.jpg"} -{"_id":"EeGafsa17CapsH2j","name":"Bardic Inspiraton","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). 

\n

You regain any expended uses when you finish a long rest. 

\n

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

\n

**Foundry note: Note the Other Formula is set to the base default of 1d6 and limited uses is set to the minimum of 1. Additionally, recovery is set to long rest (for levels before @Compendium[dnd5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration} is gained). Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 53","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d6","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":225}},"img":"systems/dnd5e/icons/skills/yellow_08.jpg"} -{"_id":"Ei1Oh4UAA2E30jcD","name":"Supreme Sneak","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Thief 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":0}},"img":"systems/dnd5e/icons/skills/shadow_17.jpg"} -{"_id":"EuX1kJNIw1F68yus","name":"Nature's Sanctuary","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Circle of the Land 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":124}},"img":"systems/dnd5e/icons/skills/green_27.jpg"} -{"_id":"F2lEKSmOY0NUruzY","name":"Sorcerous Restoration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":83}},"img":"systems/dnd5e/icons/skills/red_24.jpg"} -{"_id":"FAk41RPCTcvCk6KI","name":"Improved Divine Smite","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your @Compendium[dnd5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite} with an attack, you add this damage to the extra damage of your Divine Smite.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 11","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":162}},"img":"systems/dnd5e/icons/skills/light_06.jpg"} -{"_id":"FGrbXs6Ku5qxFK5G","name":"Second-Story Work","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Thief 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":93}},"img":"systems/dnd5e/icons/skills/blue_07.jpg"} -{"_id":"FqfmbPgxiyrWzhYk","name":"Relentless Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":10,"value":"","scaling":"flat"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 11","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":202}},"img":"systems/dnd5e/icons/skills/red_01.jpg"} -{"_id":"GBYN5rH4nh1ocRlY","name":"Superior Inspiration","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, when you roll initiative and have no uses of @Compendium[dnd5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton} left, you regain one use.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":219}},"img":"systems/dnd5e/icons/skills/green_11.jpg"} -{"_id":"Gsha4bl0apxqspFy","name":"Draconic Presence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 103","activation":{"type":"action","cost":1,"condition":"Also requires 5 sorcery points."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":68}},"img":"systems/dnd5e/icons/skills/affliction_14.jpg"} -{"name":"Mystic Arcanum (7th-Level Spell)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 13","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{"entityorder":{"order":36}},"img":"systems/dnd5e/icons/items/inventory/book-grey.jpg","_id":"HBn6FXLz7Eiudz0V"} -{"name":"Bard College","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Bard 3","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/yellow_09.jpg","_id":"ILhzFHiRrqgQ9dFJ"} -{"_id":"IWpe0Y9uAStHGiH1","name":"Metamagic: Empowered Spell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":75}},"img":"systems/dnd5e/icons/skills/blue_13.jpg"} -{"_id":"Ic1CSjvbWKudVUv9","name":"Pact of the Chain","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You learn the @Compendium[dnd5e.spells.JGT5bNqu9REL7Fuz]{Find Familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: @Compendium[dnd5e.monsters.dLQiESMsfsXijD5c]{Imp}, pseudodragon, @Compendium[dnd5e.monsters.bwtkdzavdNHISgp4]{Quasit}, or @Compendium[dnd5e.monsters.MUpBNDoJEr09bLaO]{Sprite}. 

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 107","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":41}},"img":"systems/dnd5e/icons/skills/red_06.jpg"} -{"_id":"JfFfHTeIszx1hNRx","name":"Spell Mastery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":59}},"img":"systems/dnd5e/icons/skills/violet_06.jpg"} -{"_id":"Jv0zu4BtUi8bFCqJ","name":"Dark One's Blessing ","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod + @classes.warlock.levels","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":35}},"img":"systems/dnd5e/icons/skills/affliction_10.jpg"} -{"_id":"KQz9bqxVkXjDl8gK","name":"Slow Fall","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"5* @classes.monk.levels","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 4","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":174}},"img":"systems/dnd5e/icons/skills/emerald_08.jpg"} -{"_id":"KfnUyjUWAk0bAAus","name":"Invocation: One With Shadows","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":4}},"img":"systems/dnd5e/icons/skills/violet_07.jpg"} -{"_id":"Kl6zifJ5OmdHlOi2","name":"Fast Movement","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your speed increases by 10 feet while you aren’t wearing heavy armor.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":209}},"img":"systems/dnd5e/icons/skills/armor_01.jpg"} -{"_id":"KygHql3cTj4IRrvZ","name":"Invocation: Bewitching Whispers","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.P6f1PPKPd9BCb742]{Compulsion} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":2}},"img":"systems/dnd5e/icons/skills/shadow_20.jpg"} -{"_id":"L7nJSRosos8sHJH9","name":"Elusive","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":148}},"img":"systems/dnd5e/icons/skills/blue_20.jpg"} -{"_id":"L94gyvNpUhUe0rwh","name":"Brutal Critical","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":211}},"img":"systems/dnd5e/icons/skills/red_12.jpg"} -{"_id":"LBKChJY5n02Afhnq","name":"Font of Magic","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

Sorcery Points

\n

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

\n

Flexible Casting

\n

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

\n

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

\n

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

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

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":67}},"img":"systems/dnd5e/icons/skills/blue_35.jpg"} -{"_id":"LhRm1EeUMvp2EWhV","name":"Thief's Reflexes","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Thief 17","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":95}},"img":"systems/dnd5e/icons/skills/violet_01.jpg"} -{"_id":"M2DxVsgLeZgXOznT","name":"Aura of Devotion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Oath of Devotion 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":108}},"img":"systems/dnd5e/icons/skills/red_15.jpg"} -{"_id":"M6VSMzVtKPhh8B0i","name":"Intimidating Presence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Path of the Berserker 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":138}},"img":"systems/dnd5e/icons/skills/yellow_14.jpg"} -{"_id":"MW1ExvBLm8Hg82aA","name":"Draconic Resilience","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":70}},"img":"systems/dnd5e/icons/skills/red_20.jpg"} -{"_id":"MYM908WLZ1lVvA1u","name":"Pact of the Tome","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":39}},"img":"systems/dnd5e/icons/items/inventory/book-purple.jpg"} -{"_id":"MhJfdBl1B7PdU4oZ","name":"Invocation: Mask of Many Faces","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.A3q2gTNqG6fvNGrv]{Disguise Self} at will, without expending a spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":1}},"img":"systems/dnd5e/icons/skills/blue_37.jpg"} -{"_id":"Mm64SKAHJWYecgXS","name":"Uncanny Dodge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg"} -{"_id":"NMy4piwXIpLjYbRE","name":"Destroy Undead","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 5th level, when an undead fails its saving throw against your @Compendium[dnd5e.classfeatures.r91UIgwFdHwkXdia]{Turn Undead} feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelDestroys Undead of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Cleric 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":214}},"img":"systems/dnd5e/icons/skills/ice_17.jpg"} -{"_id":"NlXslw4yAqmKZWtN","name":"Feral Instinct","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":208}},"img":"systems/dnd5e/icons/skills/blue_29.jpg"} -{"_id":"NqWyHE7Rpw9lyKWu","name":"Use Magic Device","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Thief 13","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":98}},"img":"systems/dnd5e/icons/skills/mech_5.jpg"} -{"_id":"OQSb0bO1yDI4aiMx","name":"Dark One's Own Luck","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"The Fiend 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":37}},"img":"systems/dnd5e/icons/skills/yellow_20.jpg"} -{"_id":"OTvrJSJSUgAwXrWX","name":"Nature's Ward","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 69","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Circle of the Land 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":123}},"img":"systems/dnd5e/icons/skills/nature_02.jpg"} -{"_id":"OdrvL3afwLOPeuYZ","name":"Lay on Hands","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n

This feature has no effect on undead and constructs.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 84","activation":{"type":"action","cost":1,"condition":"Target cannot be Undead or a Construct."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"lr","type":"lr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":161}},"img":"systems/dnd5e/icons/skills/light_10.jpg"} -{"_id":"Phy02H5x0TKHd7T3","name":"Invocation: Chains of Carceri","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.l9Ju5KE7bbn3WpTm]{Hold Monster} at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 15, Pact of the Chain","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":13}},"img":"systems/dnd5e/icons/skills/red_32.jpg"} -{"_id":"Q1exex5ALteprrPo","name":"Indomitable Might","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":207}},"img":"systems/dnd5e/icons/skills/blood_11.jpg"} -{"_id":"Q7mOdk4b1lgjcptF","name":"Wholeness of Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3* @classes.monk.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Way of the Open Hand 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":116}},"img":"systems/dnd5e/icons/skills/blood_04.jpg"} -{"_id":"QBVmY56RMQuh6C8h","name":"Feral Senses","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":158}},"img":"systems/dnd5e/icons/skills/blood_13.jpg"} -{"_id":"QBk1RsuTIEF4GEBC","name":"Invocation: Dreadful Word","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.9hQXdMSmerkTsHDe]{Confusion} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":29}},"img":"systems/dnd5e/icons/skills/blue_15.jpg"} -{"_id":"QEuH5TeBN4PPYT2g","name":"Invocation: Ascendant Step","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.MRxldJd6C4bsBo3O]{Levitate} on yourself at will, without expending a spell slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":21}},"img":"systems/dnd5e/icons/skills/yellow_13.jpg"} -{"_id":"Qb391hakCfmH4w8p","name":"Metamagic: Twinned Spell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} and @Compendium[dnd5e.spells.7u2obDvuvtZBkTfq]{Scorching Ray} aren't eligible, but @Compendium[dnd5e.spells.ctW81uiX56xZR2c5]{Ray of Frost} is.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":81}},"img":"systems/dnd5e/icons/skills/blue_21.jpg"} -{"_id":"QnRKYXb2bXpnNd2k","name":"Invocation: Minions of Chaos","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":24}},"img":"systems/dnd5e/icons/skills/blue_26.jpg"} -{"_id":"SCVjqRdlZ9cvHVSR","name":"Reckless Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":203}},"img":"systems/dnd5e/icons/skills/weapon_34.jpg"} -{"name":"Countercharm","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"action","cost":1,"condition":"Creatures must be able to hear you to benefit."},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Bard 6","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/emerald_06.jpg","_id":"SEJmsjkEhdAZ90ki"} -{"_id":"SZbsNbaxFFGwBpNK","name":"Unarmored Defense (Barbarian)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":201}},"img":"systems/dnd5e/icons/skills/blue_35.jpg"} -{"_id":"StfmqK1twVfukpa0","name":"Hunter's Prey: Giant Killer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"reaction","cost":1,"condition":"Creature must be Large or larger and visible."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":103}},"img":"systems/dnd5e/icons/skills/red_01.jpg"} -{"_id":"T6u5z8ZTX6UftXqE","name":"Divine Strike","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":"2d8"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Life Domain 8","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":131}},"img":"systems/dnd5e/icons/skills/light_05.jpg"} -{"_id":"TDglPcxIVEzvVSgK","name":"Ki: Patient Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":181}},"img":"systems/dnd5e/icons/skills/blue_18.jpg"} -{"name":"Primal Path","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Barbarian 3","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/yellow_38.jpg","_id":"TH1QAf6YNGSeBVjT"} -{"_id":"U7BIPVPsptBmwsnV","name":"Cleansing Touch","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"action","cost":1,"condition":"Target must be willing."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":166}},"img":"systems/dnd5e/icons/skills/light_08.jpg"} -{"_id":"UAvV7N7T4zJhxdfI","name":"Unarmored Defense (Monk)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":170}},"img":"systems/dnd5e/icons/skills/blue_35.jpg"} -{"_id":"V4pwFxlwHtNeB4w9","name":"Slippery Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":143}},"img":"systems/dnd5e/icons/skills/violet_03.jpg"} -{"_id":"VUtSLeCzFubGXmGx","name":"Overchannel","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

\n

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

\n

**Foundry note: Note the limited use is to track the first, safe instance of Overchanneling. The damage formula is set to the base default of 2d12. The Versatile roll is set to 1d12 to add any additional damage.

","chat":"","unidentified":""},"source":"PHB pg. 118","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"School of Evocation 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":57}},"img":"systems/dnd5e/icons/skills/affliction_20.jpg"} -{"_id":"VoR0SUrNX5EJVPIO","name":"Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

\n\n

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

\n

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

\n

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

\n

**Foundry note: Note the limited uses is set to the base default of 2. Please manually adjust as required.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Barbarian LevelRagesRage Damage
1st2+2
2nd2+2
3rd3+2
4th3+2
5th3+2
6th4+2
7th4+2
8th4+2
9th4+3
10th4+3
11th4+3
12th5+3
13th5+3
14th5+3
15th5+3
16th5+4
17th6+4
18th6+4
19th6+4
20thUnlimited+4
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 48","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":2,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":204}},"img":"systems/dnd5e/icons/skills/red_10.jpg"} -{"_id":"Xa2MLUJGCReJ28B7","name":"Invocation: Sculptor of Flesh","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":34}},"img":"systems/dnd5e/icons/skills/blue_29.jpg"} -{"_id":"Xf763cJoDHPPWSGG","name":"Superior Hunter's Defense: Stand Against the Tide","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. 

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":105}},"img":"systems/dnd5e/icons/skills/emerald_08.jpg"} -{"_id":"XjuGBeB8Y0C3A5D4","name":"Tongue of the Sun and Moon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 13","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":171}},"img":"systems/dnd5e/icons/skills/yellow_39.jpg"} -{"_id":"XogoBnFWmCAHXppo","name":"Extra Attack","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB pg. 49; 79; 85; 92","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 5, Monk 5, Paladin 5, Ranger 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":200}},"img":"systems/dnd5e/icons/skills/weapon_08.jpg"} -{"_id":"YN9xm6MCvse4Y60u","name":"Reliable Talent","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 11","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":145}},"img":"systems/dnd5e/icons/skills/yellow_34.jpg"} -{"_id":"YgLQV1O849wE5TgM","name":"Improved Critical","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your weapon attacks score a critical hit on a roll of 19 or 20.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Champion 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":119}},"img":"systems/dnd5e/icons/skills/red_13.jpg"} -{"_id":"YiK59gWSlcQ6Mbdz","name":"Circle Spells","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of spells.

\n

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

\n

Arctic

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.3Lo9boi7P2ro6QV4]{Hold Person}, @Compendium[dnd5e.spells.9gYGkrL6qFTsE6fw]{Spike Growth}
5th@Compendium[dnd5e.spells.dhqBY4TvVjxVmOZd]{Sleet Storm}, @Compendium[dnd5e.spells.yqUDoxk4x0NWG5Bz]{Slow}
7th@Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[dnd5e.spells.WN2LWEljYU6QqnRH]{Ice Storm}
9th@Compendium[dnd5e.spells.d54VDyFulD9xxY7J]{Commune}, @Compendium[dnd5e.spells.RpKjTlYASrfqUPVA]{Cone of Cold}
\n

Coast

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.X4c8xCkmF8U9HUMz]{Mirror Image}, @Compendium[dnd5e.spells.wqfAVANuQonNBgnL]{Misty Step}
5th@Compendium[dnd5e.spells.13uVuBQP6VaiSPvC]{Water Breathing}, @Compendium[dnd5e.spells.YBda6nLKjxdT1LbS]{Water Walk}
7th@Compendium[dnd5e.spells.7fFHlBk3UNX8gPKL]{Control Water}, @Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental}, @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying}
\n

Desert

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.UDUnlfPsOAbq2RSE]{Blur}, @Compendium[dnd5e.spells.5VhqFROQYjr1P9lp]{Silence}
5th@Compendium[dnd5e.spells.BV0mpbHh29IbbIj5]{Create Food and Water}, @Compendium[dnd5e.spells.j8NtLXOOJ3GAKF8I]{Protection from Energy}
7th@Compendium[dnd5e.spells.pybg5MNc3lkerH4Y]{Blight}, @Compendium[dnd5e.spells.sTIkQK7KuQNOyY0C]{Hallucinatory Terrain}
9th@Compendium[dnd5e.spells.OVikYmSdHliAG2YD]{Insect Plague}, @Compendium[dnd5e.spells.NmoRmM1mhuM3pqnY]{Wall of Stone}
\n

Forest

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.JPwIEfgUPVebr5AH]{Barkskin}, @Compendium[dnd5e.spells.KJRVzeMQXPj8Gtyx]{Spider Climb}
5th@Compendium[dnd5e.spells.ehvmg9U9fcMEhE4z]{Call Lightning}, @Compendium[dnd5e.spells.YWtwzp6ZnQJMEmVW]{Plant Growth}
7th@Compendium[dnd5e.spells.XqzXSKNR75ZdYTA9]{Divination}, @Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[dnd5e.spells.dp6xny4v8PDoIGjh]{Commune with Nature}, @Compendium[dnd5e.spells.DUBgwHPakcLDkB6W]{Tree Stride}
\n

Grassland

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.1N8dDMMgZ1h1YJ3B]{Invisibility}, @Compendium[dnd5e.spells.pRMvmknwLf2tdMTj]{Pass without Trace}
5th@Compendium[dnd5e.spells.BP3GCwa66IAw1yTG]{Daylight}, @Compendium[dnd5e.spells.Szvk5FEVQW3uhJi5]{Haste}
7th@Compendium[dnd5e.spells.XqzXSKNR75ZdYTA9]{Divination}, @Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement}
9th@Compendium[dnd5e.spells.kSPRpeIx3w3nihrF]{Dream}, @Compendium[dnd5e.spells.OVikYmSdHliAG2YD]{Insect Plague}
\n

Mountain

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.KJRVzeMQXPj8Gtyx]{Spider Climb}, @Compendium[dnd5e.spells.9gYGkrL6qFTsE6fw]{Spike Growth}
5th@Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt}, @Compendium[dnd5e.spells.64uo4fHriHLjRUrX]{Meld into Stone}
7th@Compendium[dnd5e.spells.QvGcdRUSNRKEQJlK]{Stone Shape}, @Compendium[dnd5e.spells.ReMbjfeOKoSj3O79]{Stoneskin}
9th@Compendium[dnd5e.spells.d9MwcXi7Il3HROXd]{Passwall}, @Compendium[dnd5e.spells.NmoRmM1mhuM3pqnY]{Wall of Stone}
\n

Swamp

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelCircle Spells
3rd@Compendium[dnd5e.spells.4H6YgYdKgnX6ZQ8M]{Acid Arrow}, @Compendium[dnd5e.spells.S7VbUetIfVT7B6Eq]{Darkness}
5th@Compendium[dnd5e.spells.YBda6nLKjxdT1LbS]{Water Walk}, @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinking Cloud}
7th@Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[dnd5e.spells.gXtzz9t1DTzJeLr4]{Locate Creature}
9th@Compendium[dnd5e.spells.OVikYmSdHliAG2YD]{Insect Plague}, @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying}
","chat":"","unidentified":""},"source":"PHB pg. 68","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Circle of the Land 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":127}},"img":"systems/dnd5e/icons/skills/water_09.jpg"} -{"name":"Channel Divinity (Cleric)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

\n

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

\n

**Foundry note: Use this to track all the various uses of Channel Divinity for the cleric. Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Cleric 2","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{"entityorder":{"order":129}},"img":"systems/dnd5e/icons/skills/yellow_07.jpg","_id":"YpiLQEKGalROn7iJ"} -{"_id":"ZHJyYrqMYSLub4RY","name":"Purity of Spirit","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 15th level, you are always under the effects of a @Compendium[dnd5e.spells.xmDBqZhRVrtLP8h2]{Protection from Evil and Good} spell.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Oath of Devotion 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":112}},"img":"systems/dnd5e/icons/skills/affliction_21.jpg"} -{"_id":"ZdwGlsJNtc7pGFCd","name":"Channel Divinity: Turn the Unholy","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Oath of Devotion 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":110}},"img":"systems/dnd5e/icons/skills/yellow_18.jpg"} -{"_id":"ZmC31XKS4YNENnoc","name":"Stillness of Mind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":173}},"img":"systems/dnd5e/icons/skills/emerald_02.jpg"} -{"_id":"a4P4DNMmH8CqSNkC","name":"Evasion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB pg. 79; 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 7, Rogue 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":187}},"img":"systems/dnd5e/icons/skills/red_03.jpg"} -{"_id":"aCUmlnHlUPHS0rdu","name":"Hurl Through Hell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. 

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. 

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

","chat":"","unidentified":""},"source":"PHB pg. 109","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"The Fiend 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":42}},"img":"systems/dnd5e/icons/skills/red_07.jpg"} -{"_id":"aQLg7BWdRnm4Hr9S","name":"Expertise (Bard)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":224}},"img":"systems/dnd5e/icons/skills/mech_7.jpg"} -{"_id":"aVKH6TLn1AG9hPSA","name":"Superior Critical","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Your weapon attacks score a critical hit on a roll of 18–20.

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You can cast @Compendium[dnd5e.spells.CKZTpZlxj7hjjo2H]{Mage Armor} on yourself at will, without expending a spell slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":8}},"img":"systems/dnd5e/icons/skills/violet_15.jpg"} -{"_id":"aonJ2YjkqkYB9WYB","name":"Magical Secrets","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines.

Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.

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At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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You can cast @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic} at will, without expending a spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":15}},"img":"systems/dnd5e/icons/skills/shadow_11.jpg"} -{"_id":"bqWA7t9pDELbNRkp","name":"Purity of Body","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

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Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

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Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":167}},"img":"systems/dnd5e/icons/skills/blue_13.jpg"} -{"_id":"cmRCL9T9UgRYOj1c","name":"Sorcerous Origins","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","chat":"","unidentified":""},"source":"PHB pg. 101","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":82}},"img":"systems/dnd5e/icons/skills/violet_17.jpg"} -{"_id":"dHu1yzIjD38BvGGd","name":"Remarkable Athlete","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

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

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Champion 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":120}},"img":"systems/dnd5e/icons/skills/armor_01.jpg"} -{"_id":"dTSV0xZMpY5CxkRk","name":"Invocation: Sign of Ill Omen","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.pO4zGe5LmFIYqJiL]{Bestow Curse} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":5}},"img":"systems/dnd5e/icons/skills/violet_20.jpg"} -{"_id":"dY9yrqkyEDuF0CG2","name":"Divine Health","permission":{"default":0},"type":"feat","data":{"description":{"value":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":165}},"img":"systems/dnd5e/icons/skills/green_19.jpg"} -{"_id":"e0uTcFPpgxjIyUW9","name":"Arcane Recovery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"The wizard can recover this number worth of spells slots (of 5th-level or lower):","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"ceil(@classes.wizard.levels/2)","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":45}},"img":"systems/dnd5e/icons/skills/green_11.jpg"} -{"_id":"eNvpIaSnJUdF8fHl","name":"Invocation: Beguiling Influence","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You gain proficiency in the Deception and Persuasion skills.

","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":25}},"img":"systems/dnd5e/icons/skills/light_07.jpg"} -{"_id":"eVXqHn0ojWrEuYGU","name":"Divine Intervention","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. 

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. 

At 20th level, your call for intervention succeeds automatically, no roll required.

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Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

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Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

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When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":80}},"img":"systems/dnd5e/icons/skills/blue_20.jpg"} -{"_id":"fjsBk7zxoAbLf8ZI","name":"Blindsense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":150}},"img":"systems/dnd5e/icons/skills/shadow_12.jpg"} -{"_id":"gDH8PMrKvLHaNmEI","name":"Timeless Body (Monk)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

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You can cast @Compendium[dnd5e.spells.I2LUSF5ogc7Bj62e]{Speak with Dead} at will, without expending a spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 9","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":7}},"img":"systems/dnd5e/icons/skills/affliction_08.jpg"} -{"_id":"ga3dt2zrCn2MHK8R","name":"Fast Hands","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 3rd level, you can use the bonus action granted by your @Compendium[dnd5e.classfeatures.01pcLg6PRu5zGrsb]{Cunning Action} to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Thief 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":65}},"img":"systems/dnd5e/icons/skills/gray_05.jpg"} -{"_id":"h1gM8SH3BNRtFevE","name":"Ki: Quivering Palm","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

","chat":"","unidentified":""},"source":"PHB pg. 80","activation":{"type":"action","cost":1,"condition":"Only ending the vibrations harmfully requires an action."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"value":"con","scaling":"wis"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Way of the Open Hand 17","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":114}},"img":"systems/dnd5e/icons/skills/violet_20.jpg"} -{"_id":"hCop9uJrWhF1QPb4","name":"Fighting Style: Dueling","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":196}},"img":"systems/dnd5e/icons/skills/weapon_01.jpg"} -{"_id":"hEymt45rICi4f9eL","name":"Channel Divinity: Preserve Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. 

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level.

Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"action","cost":1,"condition":"The target cannot be Undead or a Construct"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5* @classes.cleric.levels","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Life Domain 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":129}},"img":"systems/dnd5e/icons/skills/light_03.jpg"} -{"_id":"he8RpPXwSl2lVSIk","name":"Song of Rest","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest.

\n

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. 

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n

**Foundry note: Note the healing roll is set to the base default of 1d6. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":220}},"img":"systems/dnd5e/icons/skills/green_19.jpg"} -{"_id":"iQxLNydNLlCHNKbp","name":"Open Hand Technique","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own.

\n

Whenever you hit a creature with one of the attacks granted by your @Compendium[world.class-features-srd-v2.5MwNlVZK7m6VolOH]{Ki: Flurry of Blows}, you can impose one of the following effects on that target:

\n","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Way of the Open Hand 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":115}},"img":"systems/dnd5e/icons/skills/violet_28.jpg"} -{"_id":"id0gmGvzNZBEdzbx","name":"Invocation: Fiendish Vigor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.7e3QXF10hLNDEdr6]{False Life} on yourself at will as a 1st-level spell, without expending a spell slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +4","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":27}},"img":"systems/dnd5e/icons/skills/affliction_07.jpg"} -{"_id":"ip4bvmGoz3qkoqes","name":"Archdruid","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you can use your @Compendium[dnd5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape} an unlimited number of times. 

\n

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell.

\n

You gain this benefit in both your normal shape and your beast shape from Wild Shape.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Druid 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":193}},"img":"systems/dnd5e/icons/skills/green_15.jpg"} -{"_id":"ipG5yx1tRNmeJfSH","name":"Survivor","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You attain the pinnacle of resilience in battle.

At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 73","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Champion 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":122}},"img":"systems/dnd5e/icons/skills/red_15.jpg"} -{"_id":"jF8AFfEMICIJnAkR","name":"Disciple of Life","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 1st level, your healing spells are more effective.

\n

Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Life Domain 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":130}},"img":"systems/dnd5e/icons/skills/light_08.jpg"} -{"_id":"jTXHaK0vvT5DV3uO","name":"Otherworldly Patron","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, you have struck a bargain with an otherworldly being, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n

The Fiend

\n

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

\n

Expanded Spell List

\n

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

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
1st@Compendium[dnd5e.spells.5SuJewoa1CRWaj1F]{Burning Hands}, @Compendium[dnd5e.spells.arzCrMRgcNiQuh43]{Command}
2nd@Compendium[dnd5e.spells.zwGsAv6kmwzYGhh3]{Blindness/Deafness}, @Compendium[dnd5e.spells.7u2obDvuvtZBkTfq]{Scorching Ray}
3rd@Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball}, @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinking Cloud}
4th@Compendium[dnd5e.spells.avD5XUtkBPQQR97c]{Fire Shield}, @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire}
5th@Compendium[dnd5e.spells.5e1xTohkzqFqbYH4]{Flame Strike}, @Compendium[dnd5e.spells.SLxA9QhrggTz0taU]{Hallow}
","chat":"","unidentified":""},"source":"PHB pg. 107, 109","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":38}},"img":"systems/dnd5e/icons/skills/affliction_05.jpg"} -{"_id":"jVU4AgqfrFaqgXns","name":"Primal Champion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":205}},"img":"systems/dnd5e/icons/skills/green_22.jpg"} -{"_id":"k5DU0mMuYVHejiqz","name":"Invocation: Misty Visions","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.BrBZdCCrJRIVg7YX]{Silent Image} at will, without expending a spell slot or material components.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":23}},"img":"systems/dnd5e/icons/skills/violet_14.jpg"} -{"_id":"k5M8gsl7MMcdjOjs","name":"Invocation: Voice of the Chain Master","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 3, Pact of the Chain","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":3}},"img":"systems/dnd5e/icons/skills/emerald_07.jpg"} -{"_id":"kYJsED0rqqqUcgKz","name":"Additional Fighting Style","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can choose a second fighting style class feature.

","chat":"","unidentified":""},"source":"PHB pg. 73","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Champion 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":118}},"img":"systems/dnd5e/icons/skills/weapon_27.jpg"} -{"_id":"kaHcUGiwi8AtfZIm","name":"Primeval Awareness","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"action","cost":1,"condition":"It also expends a spell slot; the slot level dictates duration."},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":1,"long":6,"units":"mi"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":153}},"img":"systems/dnd5e/icons/skills/violet_02.jpg"} -{"name":"Mystic Arcanum (8th-Level Spell)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

Choose one 8th-level spell from the warlock spell list as an additional arcanum. 

\n

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

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{"entityorder":{"order":36}},"img":"systems/dnd5e/icons/items/inventory/book-grey.jpg","_id":"knDZR4l4QfLTKinm"} -{"_id":"l50hjTxO2r0iecKw","name":"Martial Arts","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 1st level, your practice of martial arts gives you mastery of combat styles that use and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n\n

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":178}},"img":"systems/dnd5e/icons/skills/yellow_08.jpg"} -{"name":"Multiattack: Volley","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Hunter 11","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/weapon_03.jpg","_id":"l7W6JB9yWLLLtQKP"} -{"_id":"l8tUhZ5Pecm9wz7I","name":"Persistent Rage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 15th level, your @Compendium[dnd5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage} is so fierce that it ends early only if you fall unconscious or if you choose to end it.

","chat":"","unidentified":""},"source":"PHB pg. 49","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":206}},"img":"systems/dnd5e/icons/skills/red_01.jpg"} -{"_id":"lEZKbWaVrSljRa9n","name":"Invocation: Eyes of the Rune Keeper","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can read all writing.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":9}},"img":"systems/dnd5e/icons/skills/yellow_41.jpg"} -{"_id":"laVHAIOKIsUeezWd","name":"Superior Hunter's Defense: Evasion","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":107}},"img":"systems/dnd5e/icons/skills/yellow_28.jpg"} -{"_id":"lxfdjLer3uKjyZqU","name":"Invocation: Master of Myriad Forms","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.8RTDOt80u8aBv9qx]{Alter Self} at will, without expending a spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":30}},"img":"systems/dnd5e/icons/skills/beast_01.jpg"} -{"_id":"mHcSjcHJ8oZu3hkb","name":"Fighting Style: Two Weapon Fighting","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 1, Champion 10, Ranger 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":199}},"img":"systems/dnd5e/icons/skills/weapon_28.jpg"} -{"_id":"mQNPg89YIs7g5tG4","name":"Perfect Self","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":176}},"img":"systems/dnd5e/icons/skills/violet_03.jpg"} -{"_id":"myBu3zi5eYvQIcuy","name":"Additional Magical Secrets","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

","chat":"","unidentified":""},"source":"PHB pg. 55","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"College of Lore 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":134}},"img":"systems/dnd5e/icons/skills/yellow_41.jpg"} -{"_id":"mzweVbnsJPQiVkAe","name":"Deflect Missiles","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 @Compendium[dnd5e.classfeatures.10b6z2W1txNkrGP7]{Ki} point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

\n

**Foundry note: Note the reduce damage roll is calculated by the Other Formula. Additionally, the damage die for the thrown attack is the base default of 1d4. Please manually adjust as required.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"reaction","cost":1,"condition":"Can be thrown back using 1 ki point "},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod",""]],"versatile":"","value":""},"formula":"1d10 + @mod + @classes.monk.levels","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":188}},"img":"systems/dnd5e/icons/skills/arrow_06.jpg"} -{"_id":"nTjmWbyHweXuIqwc","name":"Second Wind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Fighter 1","recharge":{"value":0,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"folder":null,"sort":200000,"flags":{},"img":"systems/dnd5e/icons/skills/blood_04.jpg"} -{"_id":"nUrZDi6QN1YjwAr6","name":"Signature Spells (First Spell)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":53}},"img":"systems/dnd5e/icons/skills/yellow_38.jpg"} -{"name":"Metamagic: Quickened Spell","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/mech_12.jpg","_id":"nViGf6bZ6DQAJhkw"} -{"_id":"nahSkBO6LH4HkpaT","name":"Aura of Courage","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":168}},"img":"systems/dnd5e/icons/skills/yellow_13.jpg"} -{"_id":"ohwfuwnvuoBWlSQr","name":"Thieves' Cant","permission":{"default":0},"type":"feat","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":140}},"img":"systems/dnd5e/icons/skills/yellow_41.jpg"} -{"_id":"olAqNsUTIef9x8xC","name":"Sacred Oath","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Oath of Devotion Spells

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
3rd@Compendium[dnd5e.spells.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}, @Compendium[dnd5e.spells.gvdA9nPuWLck4tBl]{Sanctuary}
5th@Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[dnd5e.spells.CylBa7jR8DSbo8Z3]{Zone of Truth}
9th@Compendium[dnd5e.spells.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[dnd5e.spells.15Fa6q1nH27XfbR8]{Dispel Magic}
13th@Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[dnd5e.spells.TgHsuhNasPbhu8MO]{Guardian of Faith}
17th@Compendium[dnd5e.spells.d54VDyFulD9xxY7J]{Commune}, @Compendium[dnd5e.spells.5e1xTohkzqFqbYH4]{Flame Strike}
\n

 

","chat":"","unidentified":""},"source":"PHB pg. 85, 86","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":160}},"img":"systems/dnd5e/icons/skills/red_26.jpg"} -{"_id":"pAQMJU5R9SGUmzHU","name":"Defensive Tactics: Escape the Horde","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Opportunity attacks against you are made with disadvantage. 

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":99}},"img":"systems/dnd5e/icons/skills/nature_08.jpg"} -{"_id":"pJADgAxxefgcATWr","name":"Invocation: Thirsting Blade","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 5, Pact of the Blade","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":6}},"img":"systems/dnd5e/icons/skills/red_13.jpg"} -{"_id":"pquwueEMweRhiWaq","name":"Peerless Skill","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you make an ability check, you can expend one use of @Compendium[dnd5e.classfeatures.EeGafsa17CapsH2j]{Bardic Inspiraton}.

\n

Roll a Bardic Inspiration die and add the number rolled to your ability check.

\n

You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

","chat":"","unidentified":""},"source":"PHB pg. 54","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"College of Lore 14","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":133}},"img":"systems/dnd5e/icons/skills/yellow_09.jpg"} -{"_id":"pvRc6GAu1ok6zihC","name":"Ki: Stunning Strike","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"value":"con","scaling":"wis"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":179}},"img":"systems/dnd5e/icons/skills/ice_10.jpg"} -{"_id":"q9g1MLXuLZyxjQMg","name":"Extra Attack (Fighter)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 5","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":217}},"img":"systems/dnd5e/icons/skills/weapon_08.jpg"} -{"_id":"r01WtcxTg4yTHm9m","name":"Invocation: Eldritch Spear","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you cast @Compendium[dnd5e.spells.Z9p1vezIn95jw1Yw]{Eldritch Blast}, its range is 300 feet.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2, Eldritch Blast","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":16}},"img":"systems/dnd5e/icons/skills/blue_14.jpg"} -{"_id":"r0unvWK0lPsDthDx","name":"Hide in Plain Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. 

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

","chat":"","unidentified":""},"source":"PHB pg. 92","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 10","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":156}},"img":"systems/dnd5e/icons/skills/green_18.jpg"} -{"_id":"r91UIgwFdHwkXdia","name":"Channel Divinity: Turn Undead","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you present your holy symbol and speak a prayer censuring the undead.

Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

","chat":"","unidentified":""},"source":"PHB pg. 59","activation":{"type":"action","cost":1,"condition":"Targets must be able to see or hear you."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Cleric 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":215}},"img":"systems/dnd5e/icons/skills/yellow_19.jpg"} -{"_id":"rBDZLatuoolT2FUW","name":"Tranquility","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a @Compendium[dnd5e.spells.gvdA9nPuWLck4tBl]{Sanctuary} spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB pg. 80","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"wis","scaling":"wis"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Way of the Open Hand 11","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":117}},"img":"systems/dnd5e/icons/skills/blue_09.jpg"} -{"_id":"rQhWDaMHMn7iU4f2","name":"Stroke of Luck","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. 

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

","chat":"","unidentified":""},"source":"PHB pg. 97","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 20","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":141}},"img":"systems/dnd5e/icons/skills/yellow_09.jpg"} -{"_id":"rdBPd6CwqXT64iJM","name":"Invocation: Repelling Blast","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you hit a creature with @Compendium[dnd5e.spells.Z9p1vezIn95jw1Yw]{Eldritch Blast}, you can push the creature up to 10 feet away from you in a straight line.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2, Eldritch Blast","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":31}},"img":"systems/dnd5e/icons/skills/yellow_18.jpg"} -{"_id":"rhbwDZ9XNTmdkX2u","name":"Invocation: Thief of Five Fates","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.95K2aUhAGV9qXjnf]{Bane} once using a warlock spell slot. You can't do so again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"cha"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":33}},"img":"systems/dnd5e/icons/skills/affliction_11.jpg"} -{"_id":"rtpQdX77dYWbDIOH","name":"Monastic Tradition","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":177}},"img":"systems/dnd5e/icons/skills/nature_01.jpg"} -{"_id":"slelvrm83v9UAKZU","name":"Defensive Tactics: Multiattack Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":100}},"img":"systems/dnd5e/icons/skills/blue_10.jpg"} -{"_id":"snsjxGfmzWfZR5Nh","name":"Invocation: Witch Sight","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":10}},"img":"systems/dnd5e/icons/skills/violet_09.jpg"} -{"_id":"swK0r5TOIxredxWS","name":"Wild Shape","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. 

\n

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

\n

Beast Shapes

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speed@Compendium[dnd5e.monsters.yawTeS8u2FCfzzZH]{Wolf}
4th1/2No flying speed@Compendium[dnd5e.monsters.8aCTKP5qaBPFOqxM]{Crocodile}
8th1--@Compendium[dnd5e.monsters.DBCCRXiLn6mIS8hX]{Giant Eagle}
\n

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. 

\n

While you are transformed, the following rules apply:

\n","chat":"","unidentified":""},"source":"PHB pg. 66","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":2,"max":2,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Druid 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":189}},"img":"systems/dnd5e/icons/skills/green_13.jpg"} -{"_id":"tNG2qi9zhmXEkecA","name":"Metamagic: Heightened Spell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":78}},"img":"systems/dnd5e/icons/skills/fire_11.jpg"} -{"_id":"tQxlKyAx9sgPrbgj","name":"Metamagic: Extended Spell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":77}},"img":"systems/dnd5e/icons/skills/affliction_02.jpg"} -{"_id":"u6Du2P9s81SWuGbi","name":"Druid Circle","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Druid 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":191}},"img":"systems/dnd5e/icons/skills/nature_01.jpg"} -{"name":"Mystic Arcanum (9th-Level Spell)","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

Choose one 9th-level spell from the warlock spell list as an additional arcanum. 

\n

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

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 17","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{"entityorder":{"order":36}},"img":"systems/dnd5e/icons/items/inventory/book-grey.jpg","_id":"vMxJQEKeK6WwZFaF"} -{"_id":"vt31lWAULygEl7yk","name":"Danger Sense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

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

","chat":"","unidentified":""},"source":"PHB pg. 46","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Barbarian 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":210}},"img":"systems/dnd5e/icons/skills/yellow_17.jpg"} -{"_id":"wKdRtFsvGfMKQHLY","name":"Natural Recovery","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature.

During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

","chat":"","unidentified":""},"source":"PHB pg. 68","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"The druid can recover this number worth of spell slots (of 5th level or lower):","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"ceil(@classes.druid.levels/2)","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Circle of the Land 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":125}},"img":"systems/dnd5e/icons/skills/green_22.jpg"} -{"_id":"x637K2Icp2ZFM1TB","name":"Divine Domain","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Choose one domain related to your deity, such as Life. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

\n

Domain Spells

\n

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n

Life Domain Spells

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelSpells
1st@Compendium[dnd5e.spells.8dzaICjGy6mTUaUr]{Bless}, @Compendium[dnd5e.spells.uUWb1wZgtMou0TVP]{Cure Wounds}
3rd@Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[dnd5e.spells.JbxsYXxSOTZbf9I0]{Spiritual Weapon}
5th@Compendium[dnd5e.spells.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[dnd5e.spells.LmRHHMtplpxr9fX6]{Revivify}
7th@Compendium[dnd5e.spells.VtCXMdyM6mAdIJZb]{Death Ward}, @Compendium[dnd5e.spells.TgHsuhNasPbhu8MO]{Guardian of Faith}
9th@Compendium[dnd5e.spells.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}, @Compendium[dnd5e.spells.AGFMPAmuzwWO6Dfz]{Raise Dead}
","chat":"","unidentified":""},"source":"PHB pg. 58","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Cleric 1","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":213}},"img":"systems/dnd5e/icons/skills/blue_09.jpg"} -{"_id":"x6eEZ9GUsuOcEa3G","name":"Elemental Affinity","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":"1 sorcery point is also required if the resistance is desired."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"cha","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":76}},"img":"systems/dnd5e/icons/skills/ice_02.jpg"} -{"_id":"xF1VTcJ3AdkbTsdQ","name":"Action Surge","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action.

\n

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 2","recharge":{"value":0,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"folder":null,"sort":100000,"flags":{"_sheetTab":"details","entityorder":{"order":218}},"img":"systems/dnd5e/icons/skills/red_01.jpg"} -{"_id":"xNN0JMKqlG4hKVYu","name":"Channel Divinity: Sacred Weapon","permission":{"default":0},"type":"feat","data":{"description":{"value":"

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity.

For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 

","chat":"","unidentified":""},"source":"PHB pg. 86","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":40,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Oath of Devotion 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":109}},"img":"systems/dnd5e/icons/skills/light_05.jpg"} -{"_id":"xvgPu1O57DgXCM86","name":"Beast Spells","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using @Compendium[dnd5e.classfeatures.swK0r5TOIxredxWS]{Wild Shape}. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Druid 18","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":192}},"img":"systems/dnd5e/icons/skills/green_07.jpg"} -{"name":"Retaliation","permission":{"default":0,"bmcUarCizzNhZT0y":3},"type":"feat","data":{"description":{"value":"

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

","chat":"","unidentified":""},"source":"PHB pg. 50","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"Path of the Berserker 14","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/skills/yellow_37.jpg","_id":"xzD9zlRP6dUxCtCl"} -{"_id":"ySMPQ6zNSlvkrl2f","name":"Divine Smite","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.

\n

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 85","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","radiant"]],"versatile":"1d8"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"attack","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":163}},"img":"systems/dnd5e/icons/skills/light_05.jpg"} -{"_id":"yrSFIGTaQOH2PFRI","name":"Ki: Step of the Wind","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Monk 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":180}},"img":"systems/dnd5e/icons/skills/blue_06.jpg"} -{"_id":"yv49QN6Bzqs0ecCs","name":"Blessed Healer","permission":{"default":0},"type":"feat","data":{"description":{"value":"

Beginning at 6th level, the healing spells you cast on others heal you as well.

\n

When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. 

\n

**Foundry note: The healing formula is set to 2. Please add the additional from the spell level manually.

","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Life Domain 6","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":128}},"img":"systems/dnd5e/icons/skills/light_10.jpg"} -{"_id":"zB77V8BcCJvWVxck","name":"Mystic Arcanum (6th-Level Spell)","permission":{"default":0},"type":"feat","data":{"description":{"value":"

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. 

\n

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

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n

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

\n","chat":"","unidentified":""},"source":"PHB pg. 108","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 11","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":36}},"img":"systems/dnd5e/icons/items/inventory/book-grey.jpg"} -{"_id":"zElYrOcCFFMhB6Xl","name":"Metamagic: Careful Spell","permission":{"default":0},"type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 102","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Sorcerer 3","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"description","entityorder":{"order":71}},"img":"systems/dnd5e/icons/skills/green_15.jpg"} -{"_id":"zSlV0O2rQMdoq6pB","name":"Fighting Style: Defense","permission":{"default":0},"type":"feat","data":{"description":{"value":"

While you are wearing armor, you gain a +1 bonus to AC

","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 85; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":195}},"img":"systems/dnd5e/icons/skills/weapon_15.jpg"} -{"_id":"zUIAzBnyt0NDvVXb","name":"Invocation: Life Drinker","permission":{"default":0},"type":"feat","data":{"description":{"value":"

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 12, Pact of the Blade","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":12}},"img":"systems/dnd5e/icons/skills/weapon_39.jpg"} -{"_id":"zYIdNAjqRyhS6qWs","name":"Invocation: Visions of Distant Realms","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You can cast @Compendium[dnd5e.spells.ImlCJQwR1VL40Qem]{Arcane Eye} at will, without expending a spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 111","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 15","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"entityorder":{"order":11}},"img":"systems/dnd5e/icons/skills/shadow_12.jpg"} -{"_id":"zbHu0NvHuII8lR7W","name":"Defensive Tactics: Steel Will","permission":{"default":0},"type":"feat","data":{"description":{"value":"

You have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB pg. 93","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Hunter 7","recharge":{"value":null,"charged":false},"time":{"-=type":null,"-=label":null,"value":"","_deprecated":true},"damageType":{"-=type":null,"-=label":null,"value":"","_deprecated":true}},"flags":{"_sheetTab":"details","entityorder":{"order":101}},"img":"systems/dnd5e/icons/skills/violet_15.jpg"} diff --git a/packs/heroes.db b/packs/heroes.db deleted file mode 100644 index 4d383118..00000000 --- a/packs/heroes.db +++ /dev/null @@ -1,12 +0,0 @@ -{"_id":"1tAXamEdCqcLQwpM","name":"Renee (Halfling Barbarian)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1,"mod":-1,"save":1},"dex":{"value":17,"proficient":0,"mod":3,"save":3},"con":{"value":14,"proficient":1,"mod":2,"save":4},"int":{"value":12,"proficient":0,"mod":1,"save":1},"wis":{"value":10,"proficient":0,"mod":0,"save":0},"cha":{"value":14,"proficient":0,"mod":2,"save":2}},"attributes":{"ac":{"min":0,"value":16},"hp":{"value":14,"min":0,"max":14,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"speed":{"value":"25 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":11},"details":{"alignment":"Chaotic Good","biography":{"value":"

Renée was once a vigilante, due to her innate sense of street justice. Though her small size may not seem like much in combat, she more than makes up for it with her violent outbursts of anger.

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Token artwork provided by Forgotten Adventures.
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You have advantage on saving throws against being frightened.

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Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

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Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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You were a vigilante in the shanty town of a poor city.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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Roll of cloth used by traveller to sleep in.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

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

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

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

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

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

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An unarmoured warrior of great strength fueled, either by rage or their bond with nature.

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Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

\n

 

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You have advantage on saving throws against being frightened.

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Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

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A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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A metal spike that is drive into a crack of seam in the climbing surface with a climbing hammer.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

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A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

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

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Warrior trained in the use of their body as a weapon, capable of harnessing the ki to devastating effect.

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A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"tnI6z2lIiY2yTjC9","flags":{},"name":"Prayer Book","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-red.jpg","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

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When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

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Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

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Clothes worn by most commoners.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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Jeronimo was a famed entertainer at his local tavern, when he one day ran out of stories to tell. To solve this, he set out to make his own stories, so as to one day tell them again at his tavern.

\n
Token artwork provided by Forgotten Adventures.
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A story teller or performer that weaves the threads of magic into their songs and dance.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"]},"spellcasting":"full"}},{"_id":"vXh9PFI5IDyfsNXI","flags":{"entityorder":{"order":19}},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

 

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Half Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"66SkRt2mqOrVkiON","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Entertainer","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
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\n","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"s0ymrqpBYRKgVht6","flags":{},"name":"Musical Instrument: Flute","type":"tool","img":"systems/dnd5e/icons/items/inventory/flute.jpg","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300000},{"_id":"uB18ok3qa3Gzdnxq","flags":{},"name":"Disguise Kit","type":"tool","img":"systems/dnd5e/icons/items/equipment/cowl.jpg","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2800000},{"_id":"23NhV1IeYVtLEOu2","flags":{},"name":"Costume Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000},{"_id":"vZWAGf8a5KJjqXIB","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"HiDWIBJligw7ZdXY","flags":{"core":{"sheetClass":""}},"name":"Love Letter","type":"consumable","img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"sBDbFcgQNQqz3eGF","flags":{},"name":"Rapier","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000},{"_id":"7gELQXhS7SbpyE85","flags":{},"name":"Musical Instrument: Lute","type":"tool","img":"systems/dnd5e/icons/items/inventory/lute.jpg","data":{"description":{"value":"

A lute to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":400000},{"_id":"9Sl4S5Oxkje13lVD","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"Av2oMfDEBvhtkjHV","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"NYnTmiVCwwyBoAwO","flags":{"entityorder":{"order":225}},"name":"Bardic Inpiraton","type":"feat","img":"systems/dnd5e/icons/skills/yellow_08.jpg","data":{"description":{"value":"

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain any expended uses when you finish a long rest. 

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

","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"lr","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Bard 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000},{"_id":"qjiwgdvhcJ4rOiC0","flags":{},"name":"Chest","type":"backpack","img":"systems/dnd5e/icons/items/inventory/chest-dark.jpg","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":900001},{"_id":"OVZxDEi6qBZzE7HS","flags":{},"name":"Map or Scroll Case","type":"backpack","img":"systems/dnd5e/icons/items/inventory/briefcase.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":2,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2000001},{"_id":"MsRScHxck9OdgBis","flags":{},"name":"Fine Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000},{"_id":"ZWjvx5sxHpUxx7Xd","flags":{},"name":"Ink Bottle","type":"loot","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3600000},{"_id":"ZwXmcoC7hCltZmIs","flags":{},"name":"Ink Pen","type":"loot","img":"systems/dnd5e/icons/items/inventory/feather-red.jpg","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"vo6SxEblQAJet0cG","flags":{},"name":"Lamp","type":"consumable","img":"systems/dnd5e/icons/items/inventory/lamp.jpg","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"SFKOTmYQc5gVVjDc","flags":{},"name":"Oil Flask","type":"consumable","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":2,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":200001},{"_id":"OtB8a2eeanoELy9Q","flags":{},"name":"Paper","type":"loot","img":"systems/dnd5e/icons/items/inventory/paper.jpg","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":5,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"Phl0pDY7T3d2bsEe","flags":{},"name":"Perfume","type":"loot","img":"systems/dnd5e/icons/items/potions/unique-2.jpg","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"SKb7q6B4A1dYgNIQ","flags":{},"name":"Sealing Wax","type":"loot","img":"systems/dnd5e/icons/items/inventory/candle-melted.jpg","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4700000},{"_id":"s5zbnOPixZ0vNHVp","flags":{},"name":"Soap","type":"loot","img":"systems/dnd5e/icons/items/inventory/soap.jpg","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000},{"_id":"1AA0jtyYjfYrf8Qa","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"xNvAjsTu2DWuIsbw","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"OqDyb7YHWIjIK6Vr","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"bQWd7obXIQcmHV3p","flags":{},"name":"Disguise Self","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-eerie-2.jpg","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":13,"scaling":"spell","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"J02BsTb2MtHCYGou","flags":{},"name":"Heroism","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-2.jpg","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"MqFlnei8BzPafoDU","flags":{},"name":"Hideous Laughter","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"Y2vmvr5gWNh5Qh4o","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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Token artwork provided by Forgotten Adventures.
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Once a mortal, they are now capable of wielding great power gifted to them by a greater power in exchange for their service.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"]},"spellcasting":"pact"}},{"_id":"WvykuDNMjQmJcKDX","flags":{"entityorder":{"order":19}},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

 

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Half Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"35SgJ9uuSsw44ivg","flags":{},"name":"Shortsword","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":2,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"TZc4u3ge0QmrdXxh","flags":{},"name":"Component Pouch","type":"weapon","img":"systems/dnd5e/icons/items/inventory/satchel-leather.jpg","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"QBqeXcULvITCvLd4","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":900000},{"_id":"AfmrsyiFwemxSmSi","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1000000},{"_id":"v2J8YbGC5PJTTTqE","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1100000},{"_id":"caZYUtpy8iPkhmun","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1200000},{"_id":"ncw0YS2Kx2t4pArS","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1300000},{"_id":"gTyvp76RdtpBYQbg","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1500000},{"_id":"wHDZS9i36JiFbXAE","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"yeZY1VOT8mfjZc0g","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"VdreuJascocsPNTR","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"4wbJNfkNsAOSJjA6","flags":{"entityorder":{"order":38}},"name":"Otherworldly Pact","type":"feat","img":"systems/dnd5e/icons/skills/affliction_05.jpg","data":{"description":{"value":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Warlock 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000},{"_id":"C4gvbZ9EuIaKEJSa","flags":{},"name":"Eldritch Blast","type":"spell","img":"systems/dnd5e/icons/spells/fireball-eerie-1.jpg","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

\n

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"DWdg74EPXsLClju4","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"VqaA8jqOrAIavJ65","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"hTV02OjjSajWVmat","flags":{},"name":"Protection from Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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

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Clothes worn by most commoners.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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Token artwork provided by Forgotten Adventures.
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Trained in a variety of marital combat, capable of dealing devastating blows and weathering the same.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"]},"spellcasting":"none"}},{"_id":"j3Vs0e3IZYBTGRik","flags":{},"name":"Background: City Watch","type":"feat","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"featType":{"value":"","_deprecated":true},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"qy0pVLQWv8tjWJPR","flags":{},"name":"Horn","type":"tool","img":"systems/dnd5e/icons/items/inventory/horn.jpg","data":{"description":{"value":"

A horn, used to sound the alarm and call upon reinforcements in times of need.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":1100000},{"_id":"afQsRawXrnGSz8e7","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2400001},{"_id":"piGqEEGpa8xffVPc","flags":{},"name":"City Guard Chain Mail","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

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A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":3,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3500000},{"_id":"40sWhm3sOV0PLn5A","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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A metal spike that is drive into a crack of seam in the climbing surface with a climbing hammer.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":0.25,"price":"0.05","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3700000},{"_id":"U7l1dxRQV1x6V8YC","flags":{"_sheetTab":"description"},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":2,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3800000},{"_id":"TtIIy4hfzpp3SWDY","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

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While you are wearing armor, you gain a +1 bonus to AC

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You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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Emil lived among animals so long that he speaks common difficultly. His natural habitat in danger, he decides to join an adventuring group to return balance to his land.

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Token artwork provided by Forgotten Adventures.
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A magician who wields powers born of nature and the elements, often taking the form of the animals they seek to protect.

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

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

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This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

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

\n

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

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A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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

\n

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

\n

When the spell ends, the conjured Plants wilt away.

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A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"yZ0HzuMNz4aMWPYH","flags":{},"name":"Druidic Focus: Cowbell","type":"loot","img":"systems/dnd5e/icons/items/inventory/bell_brass.jpg","data":{"description":{"value":"

A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"L8hf4HtRF3hpT14e","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Hermit","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
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This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

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John is a priest of Lathander, roaming the land to speak his wisdom.

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Token artwork provided by Forgotten Adventures.
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A chosen champion blessed with strength and magic by their deity, capable of inflicting and curing injuries.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["his","ins","med","per","rel"]},"spellcasting":"full"}},{"_id":"3q0dV1RtSkVuPHgU","flags":{},"name":"Breath Weapon","type":"feat","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"con"},"featType":{"value":"","_deprecated":true},"requirements":"Dragonborn","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"OQXawvqe5CUjCYJt","flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100000},{"_id":"E2YIbMmwJZRjxBQT","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":200000},{"_id":"iyeUGBbSts0ij92X","flags":{"entityorder":{"order":130}},"name":"Disciple of Life","type":"feat","img":"systems/dnd5e/icons/skills/light_08.jpg","data":{"description":{"value":"

Also starting at 1st level, your healing spells are more effective.

Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

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A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000},{"_id":"UPeFVOCb1szuB7LX","flags":{},"name":"Scale Mail","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"MwwlGKCeZGGdehQE","flags":{},"name":"Light Crossbow","type":"weapon","img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001},{"_id":"GibCYb2gZm3VwQwX","flags":{},"name":"Crossbow Bolt","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4500000},{"_id":"5icvInN1hMO0IO48","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4600000},{"_id":"XcsaS0zlxFe6K5kg","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4700000},{"_id":"KIYL4h2iM84aUdTU","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":4800000},{"_id":"G5BrZRnWb6T7gFNr","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":5000000},{"_id":"76qiUFn1YlBoNmRH","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":5100000},{"_id":"NuvzPHG5foImKE5f","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"rAoxgyVUVfyyivRp","flags":{},"name":"Shield","type":"equipment","img":"systems/dnd5e/icons/items/armor/shield.png","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":5200000},{"_id":"IgrOoTrggGhCcZfW","flags":{},"name":"Holy Symbol: Orb","type":"weapon","img":"systems/dnd5e/icons/items/inventory/pearl.jpg","data":{"description":{"value":"

This spherical talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"v9mAGrzTA9PP2V5b","flags":{},"name":"Prayer Book","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-red.jpg","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"dc4fe9tJyEmSQ1PP","flags":{},"name":"Stick of Incense","type":"loot","img":"systems/dnd5e/icons/items/inventory/bamboo.jpg","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

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Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"EwAjBP85dE499IdO","flags":{},"name":"Common Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/tunic.jpg","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"7dpMR1dDhQxEkwoD","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"Ie7NoXMja9wI6xya","flags":{"entityorder":{"order":221}},"name":"Background: Acolyte","type":"feat","img":"systems/dnd5e/icons/skills/yellow_41.jpg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":5300000},{"_id":"EaG6lKq9EBKumZ8x","flags":{},"name":"Guidance","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":300000},{"_id":"PTSSLGFjS2L2t2F1","flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":9,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":400000},{"_id":"FqnhVt9sqMTheHUk","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":500000},{"_id":"sv3nMicO5IymD7oQ","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":9,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":700000},{"_id":"YtJmEck3ga3aiKQq","flags":{},"name":"Create or Destroy Water","type":"spell","img":"systems/dnd5e/icons/spells/wind-blue-2.jpg","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water, or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":800000},{"_id":"2Al8n6bg8TmnO6wO","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":9,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":600000},{"_id":"uCOJVkYoMbY4XRQM","flags":{},"name":"Bane","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-2.jpg","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":9,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":900000},{"_id":"jRV1MQ2Tkj6RtlcU","flags":{},"name":"Detect Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1000000},{"_id":"U1oEtMwX3Ttsqgzt","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1100000},{"_id":"msbetJO5ivl9Oymj","flags":{},"name":"Detect Poison and Disease","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1200000},{"_id":"ZeDxKtDGiuCdi9rK","flags":{},"name":"Guiding Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1300000},{"_id":"ybsgfoVrb1ohWwcR","flags":{},"name":"Healing Word","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1400000},{"_id":"C49P3IPJzXJSBzPb","flags":{},"name":"Inflict Wounds","type":"spell","img":"systems/dnd5e/icons/spells/rip-jade-2.jpg","data":{"description":{"value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1500000},{"_id":"L0OspfA8rTS58CpN","flags":{},"name":"Protection from Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1600000},{"_id":"6op5nsbe9Ym6EdNs","flags":{},"name":"Purify Food and Drink","type":"spell","img":"systems/dnd5e/icons/spells/light-jade-1.jpg","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1700000},{"_id":"dJTlWT6XuH6bEACu","flags":{},"name":"Shield of Faith","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":1800000}]} -{"_id":"bP4nmG9BUqeb5uJs","name":"Waldeck (Tiefling Sorcerer)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0},"dex":{"value":12,"proficient":0,"mod":1,"save":1},"con":{"value":14,"proficient":1,"mod":2,"save":4},"int":{"value":14,"proficient":0,"mod":2,"save":2},"wis":{"value":8,"proficient":0,"mod":-1,"save":-1},"cha":{"value":17,"proficient":1,"mod":3,"save":5}},"attributes":{"ac":{"min":0,"value":14},"hp":{"value":9,"min":0,"max":9,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"speed":{"value":"30 ft","special":""},"spellcasting":"cha","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":13},"details":{"alignment":"Neutral Evil","biography":{"value":"

Waldeck's search for his complex draconic-infernal ancestry led him to an academic life, but it soon appeared that the answer to his origins were outside of a library. He thus embarked on an adventure to seek to know more.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Tiefling","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9},"arc":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"his":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12},"prc":{"value":1,"ability":"wis","bonus":0,"mod":-1,"passive":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13},"rel":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":14},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9}},"traits":{"size":"med","senses":"Darkvision 60 feet","languages":{"value":["common","draconic","infernal"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light Crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":""}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":2,"max":2},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":1000000,"flags":{},"img":"systems/dnd5e/tokens/heroes/SorcererTiefling.png","token":{"flags":{},"name":"Waldeck","displayName":30,"img":"systems/dnd5e/tokens/heroes/SorcererTiefling.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"bP4nmG9BUqeb5uJs","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"6T08zzKtmmpVwlXU","flags":{},"name":"Sorcerer","type":"class","img":"systems/dnd5e/icons/skills/fire_08.jpg","data":{"description":{"value":"

A magic wielder who drawers their power either from their ancestry or the wild magic around them.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"]},"spellcasting":"full"}},{"_id":"jjsygCO0QB0kkg7D","flags":{"entityorder":{"order":37}},"name":"Infernal Legacy","type":"feat","img":"systems/dnd5e/icons/skills/yellow_20.jpg","data":{"description":{"value":"

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebukespell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":1,"max":1,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Tiefling","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"R5nAw0pDQj3TwB27","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"RY6BOsCzUqTBZkoF","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":1,"price":2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000},{"_id":"zEHVMW5ml8oAfRvR","flags":{},"name":"Quarterstaff","type":"weapon","img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000},{"_id":"ewunx5ozOGVWW3Vk","flags":{},"name":"Orb","type":"weapon","img":"systems/dnd5e/icons/items/inventory/pearl.jpg","data":{"description":{"value":"

This spherical talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"UiWDZoYjiwJRKfcS","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2600000},{"_id":"kidaM3tE9ySXGz9w","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2700000},{"_id":"mlULzs94TkuuS3mg","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2800000},{"_id":"JstStnVL7on972eq","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2900000},{"_id":"73eVUBcAVNfkBflg","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3000000},{"_id":"PpIr3iYeH58RvzaL","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3100000},{"_id":"QhYGD1lhcehVz5hj","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3200000},{"_id":"sjLFt3YuewQGtUqQ","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"BLcosBGIDWJEf3iQ","flags":{"_sheetTab":"description","entityorder":{"order":70}},"name":"Draconic Resilience","type":"feat","img":"systems/dnd5e/icons/skills/red_20.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000},{"_id":"N1HJaznDiLdiJ038","flags":{"_sheetTab":"details","entityorder":{"order":72}},"name":"Dragon Ancestor","type":"feat","img":"systems/dnd5e/icons/skills/fire_05.jpg","data":{"description":{"value":"

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

Dragon

Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Draconic Bloodline 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000},{"_id":"eTCVL5V77COCdLLZ","flags":{},"name":"Mending","type":"spell","img":"systems/dnd5e/icons/spells/wind-blue-1.jpg","data":{"description":{"value":"

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"ePvWfsoHHeKbY6qc","flags":{},"name":"Fire Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-1.jpg","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"xiDMlp1Mb4Gqz8CN","flags":{},"name":"Minor Illusion","type":"spell","img":"systems/dnd5e/icons/skills/shadow_12.jpg","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":13,"scaling":"spell"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"HKk774RdeShzN9WB","flags":{},"name":"Message","type":"spell","img":"systems/dnd5e/icons/skills/light_07.jpg","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"3ruGIyfoYpCLODFF","flags":{},"name":"Burning Hands","type":"spell","img":"systems/dnd5e/icons/spells/fog-orange-2.jpg","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"vsJBWaMSsSBfL40g","flags":{},"name":"Disguise Self","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-eerie-2.jpg","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":13,"scaling":"spell","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"I6mjz5JDQJXNO9ZX","flags":{"entityorder":{"order":130}},"name":"Background: Scholar","type":"feat","img":"systems/dnd5e/icons/skills/light_08.jpg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000},{"_id":"5bj0N1zsrRd6xUq0","flags":{},"name":"Book of Lore","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-orange.jpg","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"uhpgNAMhJhjmKYS6","flags":{},"name":"Robes","type":"equipment","img":"systems/dnd5e/icons/items/armor/robe.jpg","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"o4rfIYKsa5rteZtg","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":2,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"3CFgbZFjBkMwyVew","flags":{},"name":"Ink Bottle","type":"loot","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3600000},{"_id":"TOCasDb61rcMDbKP","flags":{},"name":"Ink Pen","type":"loot","img":"systems/dnd5e/icons/items/inventory/feather-red.jpg","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"SPE9cIpQw6vY3Qnj","flags":{},"name":"Parchment","type":"loot","img":"systems/dnd5e/icons/items/inventory/parchment.jpg","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3900000},{"_id":"qwLmgn3YxkOG1nJk","flags":{},"name":"Small Knife","type":"loot","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000}]} -{"_id":"p6FusMkGMOMBTDkt","name":"Olive (Gnome Wizard)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":0,"mod":-1,"save":-1},"dex":{"value":12,"proficient":0,"mod":1,"save":1},"con":{"value":15,"proficient":0,"mod":2,"save":2},"int":{"value":17,"proficient":1,"mod":3,"save":5},"wis":{"value":13,"proficient":1,"mod":1,"save":3},"cha":{"value":10,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":0,"value":12},"hp":{"value":8,"min":0,"max":8,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"speed":{"value":"25 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":13},"details":{"alignment":"Chaotic Good","biography":{"value":"

Olive has always been interested in tinkering and discovering new spells. She set out for adventure in order to add more spells to her spellbook, and perhaps one day create one of her own.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Rock Gnome","background":"Scholar","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"arc":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":15},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"his":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":15},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13},"med":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10},"per":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":12},"rel":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11}},"traits":{"size":"sm","senses":"Darkvision 60 ft","languages":{"value":["common","dwarvish","giant","gnomish"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":[],"custom":"Daggers; Darts; Slings; Quarterstaffs; Light crossbows"},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":"Tinkerer's Tools"}},"currency":{"pp":0,"gp":10,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":3,"max":3},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":1200000,"flags":{},"img":"systems/dnd5e/tokens/heroes/WizardTome.png","token":{"flags":{},"name":"Olive","displayName":30,"img":"systems/dnd5e/tokens/heroes/WizardTome.png","width":1,"height":1,"scale":0.7,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"p6FusMkGMOMBTDkt","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"wZK2Q0rXB0AQo8h3","flags":{},"name":"Wizard","type":"class","img":"systems/dnd5e/icons/skills/blue_13.jpg","data":{"description":{"value":"

A magic wielder who drawers their power from study and understanding of the arcane, capable of creation and destruction in equal measure.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"]},"spellcasting":"full"}},{"_id":"3L7BMzPax5xsF1Lg","flags":{"_sheetTab":"description","entityorder":{"order":98}},"name":"Artificer's Lore","type":"feat","img":"systems/dnd5e/icons/skills/mech_5.jpg","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"bxEJNjBMi53oVYdN","flags":{"_sheetTab":"description","entityorder":{"order":141}},"name":"Gnome Cunning","type":"feat","img":"systems/dnd5e/icons/skills/yellow_09.jpg","data":{"description":{"value":"

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"xLk1835QmCdqEacf","flags":{"entityorder":{"order":222}},"name":"Tinker","type":"feat","img":"systems/dnd5e/icons/skills/mech_8.jpg","data":{"description":{"value":"

Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

\n

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

\n

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

\n

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

","chat":"","unidentified":""},"source":"","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Gnome","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000},{"_id":"ViBSZ1O5ZSSCTrHs","flags":{},"name":"Quarterstaff","type":"weapon","img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000},{"_id":"9AObNMSe8ECouY53","flags":{},"name":"Component Pouch","type":"weapon","img":"systems/dnd5e/icons/items/inventory/satchel-leather.jpg","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"1mpuhKv9nbOjYUsY","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2600000},{"_id":"OH6ls6ReXfKxzCcA","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2700000},{"_id":"IMmBhUyvLFEGRD8p","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2800000},{"_id":"V8uckPnopyHxDQ5n","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2900000},{"_id":"110JTcYr36aAWWZm","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3000000},{"_id":"zWOFRe1bAHDwseFS","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3100000},{"_id":"byNFOA3syDCYLVck","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3200000},{"_id":"H30VY7FdSZy9ZSHz","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"lrsjpm75v2UVvdGe","flags":{},"name":"Spellbook","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-purple.jpg","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000},{"_id":"iuGn6ifG2IDyFYuo","flags":{},"name":"Fire Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-1.jpg","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"bKY0YJgL83mPCb1D","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"fxPf1rXN7o0sLmqu","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"QiqMX9U68nFfHIPN","flags":{},"name":"Alarm","type":"spell","img":"systems/dnd5e/icons/spells/runes-royal-1.jpg","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"ryxjlsIxPKk1ssn9","flags":{"_sheetTab":"description"},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"JpWBSwfmXqc4N6ZQ","flags":{},"name":"Find Familiar","type":"spell","img":"systems/dnd5e/icons/spells/wild-eerie-2.jpg","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"2zXVKCD8uYYsbldP","flags":{"_sheetTab":"details"},"name":"Mage Armor","type":"spell","img":"systems/dnd5e/icons/spells/protect-blue-1.jpg","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"BHzjyCbrud4B3jE0","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"IcpWIyqjOYkRpCHJ","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"C4l8C6wVfQABKmv3","flags":{"entityorder":{"order":45}},"name":"Arcane Recovery","type":"feat","img":"systems/dnd5e/icons/skills/green_11.jpg","data":{"description":{"value":"

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Wizard 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4700000},{"_id":"8cNEEgRY0og0XzQ2","flags":{"entityorder":{"order":130}},"name":"Background: Scholar","type":"feat","img":"systems/dnd5e/icons/skills/light_08.jpg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000},{"_id":"DTrKcW5HZKSSv3yt","flags":{},"name":"Pouch","type":"backpack","img":"systems/dnd5e/icons/items/inventory/pouch.jpg","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"TIRBgegLJwVxO6uJ","flags":{},"name":"Robes","type":"equipment","img":"systems/dnd5e/icons/items/armor/robe.jpg","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000},{"_id":"Bc5xMsl2DBh3iDEp","flags":{},"name":"Ink Bottle","type":"loot","img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3600000},{"_id":"M8f0SEnppoL1nEvY","flags":{},"name":"Ink Pen","type":"loot","img":"systems/dnd5e/icons/items/inventory/feather-red.jpg","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3700000},{"_id":"1MUfkeKW082TilSs","flags":{},"name":"Parchment","type":"loot","img":"systems/dnd5e/icons/items/inventory/parchment.jpg","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":3900000},{"_id":"fIRUDkm1rOOnpg0r","flags":{},"name":"Book of Lore","type":"loot","img":"systems/dnd5e/icons/items/inventory/book-orange.jpg","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4000000},{"_id":"mFkDODCWHMODiZcw","flags":{},"name":"Small Knife","type":"loot","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":4600000}]} -{"_id":"u1AgS9XSMjfuWKkz","name":"Bernard (Hill Dwarf Rogue)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":10,"proficient":0,"mod":0,"save":0},"dex":{"value":15,"proficient":1,"mod":2,"save":4},"con":{"value":16,"proficient":0,"mod":3,"save":3},"int":{"value":12,"proficient":1,"mod":1,"save":3},"wis":{"value":14,"proficient":0,"mod":2,"save":2},"cha":{"value":8,"proficient":0,"mod":-1,"save":-1}},"attributes":{"ac":{"min":0,"value":13},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"speed":{"value":"25 ft","special":""},"spellcasting":"int","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":11},"details":{"alignment":"True neutral","biography":{"value":"

Bernard used to be a courtier at the dwarven halls, dabbling in intruigue he picked up a few tricks. He once got discovered implicating someone in a scandal and was removed in disgrace. Since then, he looks to make a name for himself and regain his social status.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Hill Dwarf","background":"Courtier","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"arc":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10},"dec":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":11},"his":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":14},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"inv":{"value":1,"ability":"int","bonus":0,"mod":3,"passive":13},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9},"per":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":11},"rel":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11},"slt":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":16},"ste":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":16},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12}},"traits":{"size":"med","senses":"Darkvision 60 feet","languages":{"value":["common","dwarvish","elvish","halfling","cant"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":["poison"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":["sim"],"custom":"Battleaxe; Handaxe; Light hammer; Warhammer; Hand crossbows; Longswords; Rapiers; Shortswords"},"armorProf":{"value":["lgt"],"custom":""},"toolProf":{"value":["thief"],"custom":"Smith Tools"}},"currency":{"pp":0,"gp":15,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":900000,"flags":{},"img":"systems/dnd5e/tokens/heroes/RogueHalfling.png","token":{"flags":{},"name":"Bernard","displayName":30,"img":"systems/dnd5e/tokens/heroes/RogueHalfling.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"u1AgS9XSMjfuWKkz","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"xEb8jmA5HlNs7xTF","flags":{},"name":"Rogue","type":"class","img":"systems/dnd5e/icons/skills/gray_04.jpg","data":{"description":{"value":"

Trained in shadowy skills such as assassination and infiltration, capable of delivering killing blows from the shadows.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"]},"spellcasting":"none"}},{"_id":"RamPMSyoupIDLgSw","flags":{"_sheetTab":"description","entityorder":{"order":192}},"name":"Dwarven Resilience","type":"feat","img":"systems/dnd5e/icons/skills/green_07.jpg","data":{"description":{"value":"

You have advantage on saving throws against poison, and you have resistance against poison damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Dwarf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"OoUNEphQs9kvjm3w","flags":{"entityorder":{"order":35}},"name":"Dwarven toughness","type":"feat","img":"systems/dnd5e/icons/skills/affliction_10.jpg","data":{"description":{"value":"

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"The Fiend 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"SUwZ64oaaFMuSfBp","flags":{"entityorder":{"order":224}},"name":"Stonecunning","type":"feat","img":"systems/dnd5e/icons/skills/mech_7.jpg","data":{"description":{"value":"

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

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

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A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2400001},{"_id":"NS7lxo77dchgrfZa","flags":{},"name":"Arrows","type":"weapon","img":"systems/dnd5e/icons/items/weapons/arrows.jpg","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"CRevWp3YEpdMO2JZ","flags":{"_sheetTab":"details","entityorder":{"order":146}},"name":"Expertise","type":"feat","img":"systems/dnd5e/icons/skills/yellow_35.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700001},{"_id":"NrbKpo9Np1cbHTNl","flags":{"_sheetTab":"description","entityorder":{"order":142}},"name":"Sneak Attack","type":"feat","img":"systems/dnd5e/icons/skills/violet_27.jpg","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Rogue 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2800001},{"_id":"QDIDZsP2APNXjWzo","flags":{"_sheetTab":"description","entityorder":{"order":140}},"name":"Thieves' Cant","type":"feat","img":"systems/dnd5e/icons/skills/yellow_41.jpg","data":{"description":{"value":"

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2300001},{"_id":"zyNiKfTqZLSjX1Kc","flags":{},"name":"Fine Clothes","type":"equipment","img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000},{"_id":"zXdodBaBu7QLjFzT","flags":{},"name":"Crowbar","type":"loot","img":"systems/dnd5e/icons/items/inventory/pickaxe.jpg","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

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A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":3,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3200001},{"_id":"bdeMjWMidhj4SX0G","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3300001},{"_id":"veDGllGLuAMWo84J","flags":{"_sheetTab":"description"},"name":"Piton","type":"loot","img":"systems/dnd5e/icons/items/inventory/stake.jpg","data":{"description":{"value":"

A metal spike that is drive into a crack of seam in the climbing surface with a climbing hammer.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":0.25,"price":"0.05","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3400001},{"_id":"0x8p60cc6evbc5Oo","flags":{"_sheetTab":"description"},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":2,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3500001},{"_id":"yCscANLUeihEwk0S","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3600001},{"_id":"zHhSrYBP3fOOSAbr","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}},"_sheetTab":"description"},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":3800001},{"_id":"KEiAwGA3i5KjoRmj","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"l98GRqEvylsGZYLj","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

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This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

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Erin cleanses monsters from her woods as a hobby, but now, a new force now menaces her land and she must band with adventurers to defeat it.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"High Elf","background":"Monster Hunter","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"his":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"inv":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"nat":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11},"rel":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":15},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13}},"traits":{"size":"med","senses":"Darvision 60 feet","languages":{"value":["common","elvish","gnomish"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":"Magical Sleep; Advantage on saving throws against being charmed"},"perception":{"_deprecated":true},"weaponProf":{"value":["sim","mar"],"custom":"Longsword; Shortsword; Shortbow; Longbow"},"armorProf":{"value":["lgt","med","shl"],"custom":""},"toolProf":{"value":["music"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":800000,"flags":{},"img":"systems/dnd5e/tokens/heroes/RangerBow.png","token":{"flags":{},"name":"Erin","displayName":30,"img":"systems/dnd5e/tokens/heroes/RangerBow.png","width":1,"height":1,"scale":0.9,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"v6R3VkzQXS0hfgiL","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"Q81qjNTn93wu1BBO","flags":{"entityorder":{"order":19}},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

\n

 

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"nX0raD8XnYQGMZQr","flags":{"_sheetTab":"details","entityorder":{"order":173}},"name":"Trance","type":"feat","img":"systems/dnd5e/icons/skills/emerald_02.jpg","data":{"description":{"value":"

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Elf","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"HaJmSfYs8Yx1QgK1","flags":{},"name":"Prestidigitation","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

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

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":true,"attributes":{"spelldc":10}},"sort":100001},{"_id":"VkRQ7glQvTWWiOCS","flags":{},"name":"Ranger","type":"class","img":"systems/dnd5e/icons/skills/green_01.jpg","data":{"description":{"value":"

A combatant trained in the use of martial weapons and magic, relying on their knowledge of their surroundings they fight in remote areas.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"]},"spellcasting":"half"}},{"_id":"y46TMduwdVlH0xIJ","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":2,"weight":2,"price":10,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000},{"_id":"hRKgfoKTX4KwI3oo","flags":{},"name":"Backpack","type":"backpack","img":"systems/dnd5e/icons/items/inventory/backpack.jpg","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300001},{"_id":"yPPXwnANrXUEoFBE","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":700000},{"_id":"3g54IrUIuW9QJJZf","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1000000},{"_id":"n0eYts8wS6IfOkiZ","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1100000},{"_id":"n7tJJhWgqwSoD3XH","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":1200000},{"_id":"naSw774YKKv6Ilw7","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":2400001},{"_id":"Ej90Emyvk8XsP8f0","flags":{},"name":"Arrows","type":"weapon","img":"systems/dnd5e/icons/items/weapons/arrows.jpg","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":20,"weight":0.05,"price":0.05,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"VeunlI6pH2fMHp05","flags":{"_sheetTab":"details","entityorder":{"order":159}},"name":"Favored Enemey","type":"feat","img":"systems/dnd5e/icons/skills/violet_22.jpg","data":{"description":{"value":"

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

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

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

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

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500001},{"_id":"k7OTrEhCszltqKxY","flags":{"_sheetTab":"description","entityorder":{"order":154}},"name":"Natural Explorer","type":"feat","img":"systems/dnd5e/icons/skills/nature_01.jpg","data":{"description":{"value":"

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Ranger 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001},{"_id":"DMZMUHFZBv5nf2s9","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Monster Hunter","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
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A lute to evoke awe, wonder, or fear in your audience.

\n

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

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]},"attributes":{"spelldc":10}},"sort":300000}]} -{"_id":"yaxOpEDtDzn67I48","name":"Lukas (Half-Orc Paladin)","permission":{"default":0},"type":"character","data":{"abilities":{"str":{"value":17,"proficient":0,"mod":3,"save":3},"dex":{"value":8,"proficient":0,"mod":-1,"save":-1},"con":{"value":14,"proficient":0,"mod":2,"save":2},"int":{"value":10,"proficient":0,"mod":0,"save":0},"wis":{"value":12,"proficient":1,"mod":1,"save":3},"cha":{"value":14,"proficient":1,"mod":2,"save":4}},"attributes":{"ac":{"min":0,"value":18},"hp":{"value":12,"min":0,"max":12,"temp":"","tempmax":""},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"speed":{"value":"30 ft","special":""},"spellcasting":"cha","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"hd":1,"prof":2,"spelldc":12},"details":{"alignment":"Lawful Good","biography":{"value":"

Roaming the land to bring justice to them, Lukas has just one goal: the destruction of evil.

\n
Token artwork provided by Forgotten Adventures.
","public":""},"race":"Half Orc","background":"Folk hero","xp":{"value":0,"min":0,"max":300,"pct":0},"trait":"","ideal":"","bond":"","flaw":"","level":1,"hd":{"_deprecated":true}},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"arc":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12},"his":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":14},"inv":{"value":1,"ability":"int","bonus":0,"mod":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12},"rel":{"value":1,"ability":"int","bonus":0,"mod":0,"passive":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11}},"traits":{"size":"med","senses":"Darkvision 60ft","languages":{"value":["common","orc"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":["vehicle"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"_deprecated":true},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":700000,"flags":{"dnd5e":{"savageAttacks":true}},"img":"systems/dnd5e/tokens/heroes/PaladinHammer.png","token":{"flags":{},"name":"Lukas","displayName":30,"img":"systems/dnd5e/tokens/heroes/PaladinHammer.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"yaxOpEDtDzn67I48","actorLink":true,"actorData":{},"disposition":1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"gZiUvbXWLs0pOp0c","flags":{},"name":"Paladin","type":"class","img":"systems/dnd5e/icons/skills/light_05.jpg","data":{"description":{"value":"

A warrior sworn to duty by the oath they swore either to themselves or the god they serve.

","chat":"","unidentified":""},"source":null,"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"]},"spellcasting":"half"}},{"_id":"NoCasKsmdgxoOqdK","flags":{"entityorder":{"order":8}},"name":"Relentless Endurance","type":"feat","img":"systems/dnd5e/icons/skills/violet_15.jpg","data":{"description":{"value":"

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hitpoints"},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr","type":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Half-orc","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000},{"_id":"GPxpNf62Bq0WQ8AO","flags":{"entityorder":{"order":118}},"name":"Savage Attacks","type":"feat","img":"systems/dnd5e/icons/skills/weapon_27.jpg","data":{"description":{"value":"

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Champion 10","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"UjLt0VgPcQ3ADMO5","flags":{},"name":"Longsword","type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"15","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000},{"_id":"FsP6qkJnL1tFEtVW","flags":{},"name":"Shield","type":"equipment","img":"systems/dnd5e/icons/items/armor/shield.png","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000},{"_id":"ye8nN0EMzF8xZsSP","flags":{},"name":"Javelin","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":5,"weight":2,"price":0.5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000},{"_id":"hXEmlzOgbPbbEgyH","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"name":"Bedroll","type":"loot","img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":7,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2300000},{"_id":"Te305cKKLc5sheFe","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"name":"Hempen Rope (50ft)","type":"loot","img":"systems/dnd5e/icons/items/inventory/rope.jpg","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":10,"price":"1","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2400000},{"_id":"oLxHZKyL52gTsVG0","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}},"_sheetTab":"description"},"name":"Mess Kit","type":"loot","img":"systems/dnd5e/icons/items/inventory/fork.jpg","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2500000},{"_id":"ZiGDk9EejTx1MYsb","flags":{"core":{"sheetClass":""}},"name":"Rations","type":"loot","img":"systems/dnd5e/icons/items/inventory/meat.jpg","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2600000},{"_id":"A9DjRkbTDefOazbo","flags":{},"name":"Tinderbox","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.5","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2700000},{"_id":"G5SG0SAdbfYdK26D","flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"name":"Torch","type":"loot","img":"systems/dnd5e/icons/items/inventory/torch.jpg","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":null,"quantity":10,"weight":1,"price":"0.01","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2800000},{"_id":"GHVKzhj4w5gVSoOa","flags":{},"name":"Waterskin","type":"loot","img":"systems/dnd5e/icons/items/inventory/waterskin.jpg","data":{"description":{"value":"

Can hold up to 4 pints of liquid

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":1,"price":"0.2","attuned":null,"equipped":null,"rarity":"Common","identified":true,"attributes":{"spelldc":10}},"sort":2900000},{"_id":"avDwkTGTnswjA0nr","flags":{},"name":"Chain Mail","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000},{"_id":"mmNOUJeTSbhakKbO","flags":{},"name":"Amulet","type":"equipment","img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000},{"_id":"u9Rz0H3AFgJWhopA","flags":{"_sheetTab":"description","entityorder":{"order":164}},"name":"Divine Sense","type":"feat","img":"systems/dnd5e/icons/skills/light_02.jpg","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr","type":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000},{"_id":"ZNm0Ot7Aa36x3aOR","flags":{"_sheetTab":"description","entityorder":{"order":161}},"name":"Lay on Hands","type":"feat","img":"systems/dnd5e/icons/skills/light_10.jpg","data":{"description":{"value":"

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

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

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

This feature has no effect on undead and constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"","type":"lr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"ability","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"Paladin 1","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000},{"_id":"z5rKywjIFzidberh","flags":{"_sheetTab":"details","entityorder":{"order":186}},"name":"Background: Folk hero","type":"feat","img":"systems/dnd5e/icons/skills/yellow_13.jpg","data":{"description":{"value":"
\n
 
\n","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":2,"max":2,"per":null,"type":"sr"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":{"value":"passive","_deprecated":true,"type":"String","label":"Feat Type"},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000},{"_id":"60vQwToJxKHImHK1","flags":{"core":{"sheetClass":""}},"name":"Love Letter","type":"consumable","img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","data":{"description":{"value":"

A love letter sent by an admirer.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000}]} diff --git a/packs/items.db b/packs/items.db deleted file mode 100644 index da1ce688..00000000 --- a/packs/items.db +++ /dev/null @@ -1,56 +0,0 @@ -{"name":"Frost Brand Scimitar", - "permission":{"default":0}, - "type":"weapon", - "data":{"description": - {"value": - "

(Requires attunement)

\n

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

\n -

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

\n -

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

", - "chat":"", - "unidentified":""}, - "source":"DMG pg. 171", - "quantity":1, - "weight":3, - "price":2200, - "attuned":false, - "equipped":false, - "rarity":"Very rare", - "identified":true, - "activation":{"type":"action","cost":1,"condition":""}, - "duration":{"value":0,"units":""}, - "target":{"value":0,"units":"","type":""}, - "range":{"value":5,"long":0,"units":"ft"}, - "uses":{"value":1,"max":1,"per":"charges"}, - "ability":"str", - "actionType":"mwak", - "attackBonus":0, - "chatFlavor":"", - "critical":null, - "damage":{"parts":[["1d6 + @mod","slashing"],["1d6","cold"]],"versatile":""}, - "formula":"", - "save":{"ability":"","dc":null,"scaling":"spell"}, - "weaponType":"martialM", - "properties":{ - "amm":false, - "hvy":false, - "fin":true, - "fir":false, - "foc":false, - "lgt":true, - "lod":false, - "rch":false, - "rel":false, - "ret":false, - "spc":false, - "thr":false, - "two":false, - "ver":false}, - "proficient":false, - "bonus":{"value":0,"_deprecated":true}, - "damageType":{"value":"","_deprecated":true}, - "damage2":{"value":"","_deprecated":true}, - "damage2Type":{"value":"","_deprecated":true}, - "attributes":{"spelldc":10}}, - "sort":1700000, - "flags":{}, - "img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"07R6JFioylOCpVoL"} diff --git a/packs/monsters.db b/packs/monsters.db deleted file mode 100644 index d5637548..00000000 --- a/packs/monsters.db +++ /dev/null @@ -1,320 +0,0 @@ -{"_id":"0m8QyDN52qw9zzOM","name":"Gargoyle","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":15,"min":3,"proficient":0,"mod":2,"save":2},"dex":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2},"wis":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":10,"value":15},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"7d8 + 21"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":2,"speed":{"value":"Fly 60 ft.","special":"Walk 30 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"

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

\n

Actions

\n

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

\n

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

\n

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

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

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

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The gargoyle opens its wide mouth to bite its foe.

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The gargoyle strikes out with its claws.

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

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

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

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The spy makes two melee attacks.

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

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A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

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This wooden case can hold up to twenty crossbow bolts.

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This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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

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The bulette opens its wide mouth to bite its foe.

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If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked @JournalEntry[Prone] and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked @JournalEntry[Prone], and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls @JournalEntry[Prone] in the bulette's space.

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The drider has advantage on saving throws against being @JournalEntry[Charmed], and magic can't put it to sleep.

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

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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

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

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

\n

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

\n

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

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

\n

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

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

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

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The drider ignores movement restrictions caused by webbing.

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

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The drider opens its wide mouth to bite its foe.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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\n

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

\n
\n

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

\n

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

\n\n

 

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The drow has advantage on saving throws against being @JournalEntry[Charmed], and magic can't put it to sleep.

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Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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

\n

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

\n

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

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

\n

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

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

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

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

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Spiders are one of the smallest, yet most feared, denizens of our planet. Spiders are arachnids with eight thin legs protruding from their dual-segmented body. Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity. While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes. Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators. Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption. While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels. Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"Spider","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"eaF5dZYSeZzE8mmZ","flags":{"_sheetTab":"description"},"name":"Web Sense","type":"feat","img":"systems/dnd5e/icons/spells/shielding-spirit-3.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"Spider","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"5Nf6h6fDmzK2Hmlo","flags":{"_sheetTab":"description"},"name":"Web Walker","type":"feat","img":"systems/dnd5e/icons/spells/shielding-spirit-3.jpg","data":{"description":{"value":"

The spider ignores movement restrictions caused by webbing.

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The Spider bites you with tiny venemous fangs.

\n
\n

The target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

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

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

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

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

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The octopus can breathe only underwater.

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The octopus wraps the target in its strong rubbery tentacles.

\n
\n

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

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

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The crocodile can hold its breath for 30 minutes.

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

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The crocodile opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 16). Until this grapple ends, the target is @JournalEntry[Restrained], and the crocodile can't bite another target.

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The crocodile swings its tail around.

\n
\n

If it hits and the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked @JournalEntry[Prone].

\n
\n

NOTE: can only be used against a creature that the crocodile is not grappling.

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Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

\n

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

\n

Actions

\n

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

\n

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is @JournalEntry[Restrained], and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

\n

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

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

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The cube whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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The giant throws a rock at its target.

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A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

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

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

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The deer gnashes down with blunted jaw of off-center teeth.

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The wasp lashes out with its stinger.

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If the sting hits, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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

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The insects swarm around the creature biting it from all directions at once.

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

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

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The swarm ignores movement restrictions caused by webbing.

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If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is JournalEntry[Prone], the horse can make another attack with its hooves against it as a bonus action.

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The Warhorse rears up and brings its weight down onto its target.

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

\n
\n

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

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If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked JournalEntry[Prone].

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The elk lowers its head and barrels forward into its target.

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The elk rears up and brings its weight down onto its target.

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(target must be JournalEntry[Prone])

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Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

\n

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions

\n

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

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If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The boar attempts to gore you with its tusk.

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

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The nightmare rears up and brings its weight down onto its target.

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The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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

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

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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

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

\n

Actions

\n

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

\n

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

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

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

\n

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

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

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A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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The centaur rears up and brings its weight down onto its target.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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

\n
\n

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

\n

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

\n

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

\n

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

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

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A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

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The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

\n

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

\n

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

\n

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

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A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling.

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A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become @JournalEntry[Poisoned]. While @JournalEntry[Poisoned] in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

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The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be @JournalEntry[Stunned] until the end of the vrock's next turn.

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The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

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The wyvern opens its wide mouth to bite its foe.

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The wyvern strikes out with its claws.

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The wyvern lashes out with its stinger.

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If the sting hits, the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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Lurking within abandoned mines and moist caverns rests the humanoid-sized mushroom dubbed the Violet Fungus.  Named for its vibrant purple cap, the violet fungus loses all semblance to an average mushroom there.  Standing tall upon a thick white trunk, the violet fungus creeps across cavern floors at a laborious pace utilizing tiny cillia-like tendrils at its base.  Keeping this snail’s pace, the violet fungus roams the depths for its preferred sustenance: rotting flesh.  Should a living morsel wander precariously close to the fungus, the violet fungus will lash out with one of four long feeler tentacles rooted deep inside its purple cap.  These feelers contain special enzymes which, upon contact with living flesh, rots the organic material instantly.  Should a creature fall victim to the fungus, it will be consumed along with the other detritus littering the cavern floor.  Violet fungi themselves have a special relationship with the death they consume.  A violet fungus that is destroyed will regrow within two weeks from the remains of its former body should the remains not be fully burned.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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The fungus lunges out with its decaying branch.

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The warhorse skeleton rears up and brings its weight down onto its target.

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When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

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While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

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The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

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The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

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Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

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If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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The Magma Mephit swipes at you with fiery claws.

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The ghoul lunges out with its claws.

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If it hits and if the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In wolf form its AC is 12

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The werewolf makes two attacks: one with its bite and one with its claws or spear.

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The werewolf opens its wide mouth to bite its foe.

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If it hits and if the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

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The werewolf strikes out with its claws.

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The dragon strikes out with one of its claws.

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The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

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The ape makes two fist attacks.

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The ape lunges out with one of its fists.

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The ape throws a rock at its target.

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I once saw a crab so big it had claws what could cut a grown Goliath’s hand clean off and wore a soldier’s helmet as a shell! I swear it’s true!
- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human’s hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

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While perhaps not the most dangerous companion a summoner could wish for, the crab’s ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar’s eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

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The tiny crab clamps down with an encrusted pincer.

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The crab can breathe air and water.

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The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

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The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

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For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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The elemental makes two touch attacks.

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The elemental reaches out its hand to touch a creature.

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If the touch hits and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

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The energetic weasel strikes with its teeth.

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The crocodile can hold its breath for 15 minutes.

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The crocodile opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 12). Until this grapple ends, the target is @JournalEntry[Restrained], and the crocodile can't bite another target.

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Author’s Note:  Please see below the entry for “Rat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such an impact upon humanoid life as does the rat.  Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to.  These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves.  Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door.  Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures.  Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals.  A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself.  Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur.  Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth.  Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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The rats pile around and over their victim feasting on a banquet of flesh.

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The mouther opens its wide mouth to bite its foe.

\n
\n

If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is killed by this damage, it is absorbed into the mouther.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

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The mouther babbles incoherently while it can see any creature and isn't @JournalEntry[Incapacitated]. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

\n

On a 1 to 4, the creature does nothing.

\n

On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction.

\n

On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be @JournalEntry[Blinded] until the end of the mouther's next turn.

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The giant makes two greatclub attacks.

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A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

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The giant throws a rock at its target.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil can't be @JournalEntry[Frightened] while it can see an allied creature within 30 feet of it.

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The devils beard animates and stabs itself at you.

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If it hits the target must succeed on a DC 12 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. While @JournalEntry[Poisoned] in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

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If it hits and if the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

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The devil makes two attacks: one with its beard and one with its glaive.

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The shadow can move through a space as narrow as 1 inch wide without squeezing.

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While in dim light or darkness, the shadow can take the hide action as a bonus action.

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While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

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The shadow lurchers forward reaching out toward you.

\n
\n

If strength drain hits the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

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A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

\n

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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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The vulture makes two attacks: one with its beak and one with its talons.

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The vulture snaps at you with its crimson beak.

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The vulture rakes at your eyes with hooked avian talons.

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The Blood Hawk is a variety of the common hawk species (detailed previously in this tome) which takes its name from the blood red color of its plumage as well as the bird’s overly aggressive nature towards any other living creature. Blood hawks are fearsome little raptors, swooping down from the skies above like a crimson bolt to harry their quarry with vicious talons and a honed, dagger-sharp beak.

\n

Fearless Flyers. Though almost unrecognizable in a grouping of fellow hawk species, the blood hawk eschews the solitary ways of its feathered brethren. Seemingly empty of aggression towards others of their kind, blood hawks swarm in large flocks who hunt with precision unison. Razor sharp talons easily slice through cloth and flesh to leave deep, weeping gashing in their prey. The blood hawks need only wait and watch with their keen little eyes after their initial barrage as the target will slowly bleed out into the dirt, the birds’ talons having severed crucial arteries. It should always be a priority to the adventurer to check the plumage of a bird before straying too close. Take it from this traveler, red means you’re dead!

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The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The hawk snaps at you with its crimson beak.

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\"...I once saw a crab so big it had claws what could cut a grown Goliath's hand clean off and wore a soldier's helmet as a shell! I swear it's true!!!\"

\n

- Unknown Disorderly Patron at the Brass Buck Tavern.

\n
\n
\n

What more could be said about the humble crab than is not already common knowledge to those who live near or frequent the coasts of the continent. Crabs are uniquely robust little creatures often no larger than the palm of an adult human's hand, with eight segmented legs protruding from either side of its scallop-shaped carapace. This hardened chitin carapace is topped with two black eye stalks (not unlike those of a snail) through which the beast views our coastlines and oceans. It has been observed that some species of crab lack an armored shell and prefer to squat in the discarded shells of conchs. This gives the crab a rather clever and sturdy mobile home. Adorning the crabs ninth and tenth appendages near its tiny mouth are two massive claws, resembling those of a scorpion, with dull serrations marking the inner edge of each. The crab primarily utilizes these claws in its search for food, cracking open the shells of other tiny aquatic beasts or snipping off tiny pieces of undersea plant life to dine on.

\n
\n

While perhaps not the most dangerous companion a summoner could wish for, the crab's ability to breath both in the water and upon land makes the crustacean an ally brimming with utility. I advise caution, however, when first looking through your crab familiar's eyes, as the sideways scuttling by which the crab moves has proven to cause vomiting in some weak stomached summoners.

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The crab can breathe air and water.

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The crab clamps down with its formidable claw.

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If it hits the target is @JournalEntry[Grappled] (escape DC 11). The crab has two claws, each of which can grapple only one target.

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Panthers are large stealthy jungle cats who tread silently and ambush their quarry from the cover of the shrouded jungle foliage.  Coming in coat varieties of tawny and yellow splotches to pure, midnight black, panthers are characterised by their sleek, short haired bodies and large canine teeth utilized for piercing and tearing.  These cats come armed with a full set of retractable claws at the end of muscular paws the size of dinner plates.  Panthers are among the deadliest predators lurking within the jungle.  Though stealthy, panthers may be easily scared away by persistent humanoids if the beast is not defending a fresh kill as the creature knows when to fight and when to flee should the odds not be in the panther’s favor.  Panthers are swift climbers as well and have the ability to haul a fully grown antelope corpse up and into a tree to be consumed in privacy.

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If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the panther can make one bite attack against it as a bonus action.

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The panther has advantage on Wisdom (Perception) checks that rely on smell.

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The panther gnashes out with its teeth.

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The panther reaches out its paw to strike its foe.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil makes three attacks: two with its claws and one with its sting.

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The devil strikes out with one of its claws.

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The devil lashes out with its stinger.

\n
\n
\n

If the sting hits, the target must succeed on a DC 14 Constitution saving throw or become @JournalEntry[Poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","piercing"]],"versatile":"5d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true,"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":400001}]} -{"_id":"Aw2wmqGIatxe2ImI","name":"Cloud Giant","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":27,"min":3,"proficient":0,"mod":8,"save":8},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":22,"min":3,"proficient":1,"mod":6,"save":10},"int":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":16,"min":3,"proficient":1,"mod":3,"save":7},"cha":{"value":16,"min":3,"proficient":1,"mod":3,"save":7}},"attributes":{"ac":{"min":10,"value":14},"hp":{"value":200,"min":0,"max":200,"temp":0,"tempmax":0,"formula":"16d12 + 96"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":4,"speed":{"value":"40 ft.","special":""},"spellcasting":"cha","spelldc":15,"spellLevel":0},"details":{"alignment":"Neutral Good Evil","biography":{"value":"","public":""},"race":null,"type":"Giant","environment":"Mountain","cr":9,"xp":{"value":5000},"source":"MM pg. 154","class":{},"spellLevel":9},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":8,"bonus":0,"passive":18},"dec":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":1,"ability":"wis","mod":7,"bonus":0,"passive":17},"itm":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":1,"ability":"wis","mod":7,"bonus":0,"passive":17},"prf":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"per":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13}},"traits":{"size":"huge","senses":"","languages":{"value":["common","giant"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"0","max":"0"},"spell2":{"value":"0","max":"0"},"spell3":{"value":"0","max":"0"},"spell4":{"value":0,"max":0},"spell5":{"value":"0","max":"0"},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":"0","max":"0"},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cloud Giant","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Aw2wmqGIatxe2ImI","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"4xg2sYoD5Z4lRmkT","flags":{"_sheetTab":"description"},"name":"Keen Smell","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

The giant has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100000},{"_id":"WFfPQjdkfYdIIiZT","flags":{"_sheetTab":"description"},"name":"Innate Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

\n

At will: detect magic, fog cloud, light

\n

3/day each: feather fall, fly, misty step, telekinesis

\n

1/day each: control weather, gaseous form

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"pH1i4SwsZRV3rq3v","flags":{"_sheetTab":"description"},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The giant makes two morningstar attacks.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200001},{"_id":"Jr0CfxY8xuFT6hoa","flags":{"_sheetTab":"details"},"name":"Giant Morningstar","type":"weapon","img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":40,"price":"15","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":300001},{"_id":"NXgSHbDNtVbxsItU","flags":{"_sheetTab":"details"},"name":"Giant Rock","type":"weapon","img":"systems/dnd5e/icons/spells/rock-plain-1.jpg","data":{"description":{"value":"

The giant throws a rock at its target.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":400001},{"_id":"7dvB1MOEWrB2Bacn","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8x62AVYsSsFIrNQ3","flags":{},"name":"Fog Cloud","type":"spell","img":"systems/dnd5e/icons/spells/fog-water-air-2.jpg","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"p2duxAMMEiya3xeC","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"YzSmgcm1iB2jiMme","flags":{},"name":"Feather Fall","type":"spell","img":"systems/dnd5e/icons/spells/wind-magenta-2.jpg","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5CeklSDOtVRcw7Ow","flags":{},"name":"Fly","type":"spell","img":"systems/dnd5e/icons/spells/link-spirit-1.jpg","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2Pd4m73pPHpWJqcI","flags":{},"name":"Misty Step","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-air-1.jpg","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NlAfFuuUM2T49wCd","flags":{},"name":"Telekinesis","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-air-3.jpg","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the spell.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

\n

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"aM9XWV9WEslCotvD","flags":{},"name":"Control Weather","type":"spell","img":"systems/dnd5e/icons/spells/wind-sky-3.jpg","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

\n

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Wx6FHxcSSoJZJlIV","flags":{},"name":"Gaseous Form","type":"spell","img":"systems/dnd5e/icons/spells/fog-acid-2.jpg","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

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The dragon lunges out with its teeth.

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The dragon uses one of the following breath weapons.

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The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

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The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

\n

Cantrips (at will): mage hand, minor illusion, ray of frost

\n

1st level (4 slots): charm person, detect magic, sleep

\n

2nd level (3 slots): detect thoughts, hold person

\n

3rd level (3 slots): lightning bolt, water breathing

\n

4th level (3 slots): blight, dimension door

\n

5th level (2 slots): dominate person

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The naga opens its wide mouth to bite its foe.

\n
\n

If it hits the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"7d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"3MIiMJMdFbsbSFnb","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"omQlBThDa8c8BLv9","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5dIYng5MfKLw9FOB","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"fPpMfsz9yW9Vsidd","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"XQYEEuZuQvzqwmVm","flags":{},"name":"Detect Thoughts","type":"spell","img":"systems/dnd5e/icons/spells/light-eerie-2.jpg","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IqODj6ErLeMmctT0","flags":{},"name":"Hold Person","type":"spell","img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"SclsGC07QwROjWf8","flags":{},"name":"Lightning Bolt","type":"spell","img":"systems/dnd5e/icons/spells/lightning-blue-2.jpg","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"PR6y8fMbUsMmTFwU","flags":{},"name":"Water Breathing","type":"spell","img":"systems/dnd5e/icons/skills/blue_36.jpg","data":{"description":{"value":"

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ZI5XLH1S8xnxubaL","flags":{},"name":"Blight","type":"spell","img":"systems/dnd5e/icons/spells/rip-acid-3.jpg","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"spell"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"O0wJVD825doaXCWY","flags":{},"name":"Dimension Door","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"pYfnUjmQQRfYJcSj","flags":{},"name":"Dominate Person","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001}]} -{"_id":"BUCfQ7ihaXX75Vai","name":"Dust Mephit","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3},"dex":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"con":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"int":{"value":9,"min":3,"proficient":0,"mod":-1,"save":-1},"wis":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":10,"min":3,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":12,"value":12},"hp":{"value":17,"min":0,"max":17,"temp":0,"tempmax":0,"formula":"5d6"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Fly 30 ft."},"spellcasting":"cha","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"

Challenge 1/2 (100 XP)

\n

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be @JournalEntry[Blinded] for 1 minute. A @JournalEntry[Blinded] creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

\n

Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. Actions

\n

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

\n

Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be @JournalEntry[Blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

","public":""},"race":null,"type":"Elemental","environment":"Desert","cr":0.5,"xp":{"value":100},"source":"MM pg. 215","class":{},"spellLevel":1},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"prc":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":12},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":0,"ability":"int","mod":-1,"bonus":0,"passive":9},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ste":{"value":1,"ability":"dex","mod":4,"bonus":0,"passive":14},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"sm","senses":"","languages":{"value":["auran","terran"],"custom":""},"di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":["poisoned"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"1","max":"1"},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":"","max":0},"legres":{"value":"","max":0},"lair":{"value":false,"initiative":0}}},"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Dust Mephit","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"BUCfQ7ihaXX75Vai","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"v3i1DaUS4Bkc8Ser","flags":{"_sheetTab":"description"},"name":"Death Burst","type":"feat","img":"systems/dnd5e/icons/skills/yellow_01.jpg","data":{"description":{"value":"

When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be @JournalEntry[Blinded] for 1 minute. A @JournalEntry[Blinded] creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":null,"type":"day"},"ability":"con","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":"con"},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"muKb2wMq6khBe1yH","flags":{"_sheetTab":"description"},"name":"Innate Spellcasting (1/Day)","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

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The mephit strikes out with its claws.

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The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be @JournalEntry[Blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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When the job of lugging lumber or trucking trade goods down a country road is simply too much for a humanoid to bear, they may find solace in the knowledge that there is a loyal, stalwart beast ready to shoulder the heavy load for them: the draft horse.  Draft horses are a breed of horse who are more readily acclimated to rugged terrain and bearing great weights.  Often covered in thicker fur to survive in more difficult climates than their short haired brethren, draft horses have stout, powerful legs and gargantuan hooves adept at clinging to the loose gravel of a mountain trail.  Many breeds of draft horse exist within the world, so the picky merchant is never without option should they entertain the idea of purchasing such a beast.  The draft horse is capable of moving loads up to 540 lbs and may easily pull a cart laden with adventurers and their spoils down the open road should they become lazy in their victories.

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The horse rears up and brings its weight down onto its target.

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The giant makes two greataxe attacks.

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The giant throws a rock at its target.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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Wreathed in fantastical golden filigree with incense twirling through the atrium, the pillars of the Solarium glittered, bathed in the warmth of the Sun Lord’s light.  From a singular hole hewn into the domed ceiling of the temple, the sunlight poured in as if it were a rushing waterfall meant to drown us all in the bright corona. I strayed from my mentor, a priest in his middle years with a soft voice and ring of grey-dappled hair about a balding head, to approach a statue set aside within a shadowed alcove.  It depicted our god in his humanoid form, an elderly man standing strictly at attention, his wild hair hanging as long as his chest length beard, a staff topped with a stern faced sun clutched in his hand.  I knelt, still only fourteen, before this statue and began to pray right then.  The next six years of my acolyte training would be nothing but a blessing, I knew. 
“The Gleaming Star”, by Bishop Bernard Portis.

\n
\n

Acolytes are those devoted followers of a particular goddess or god who have decided to take on the mantle of the clergy to better serve their chosen deity.  Often no older than teenagers (though some acolytes begin later in their lives) acolytes are trained for a number of years (typically between three to ten) depending on the strictures of their deitie’s doctrines.  During their time they memorize and study all written materials concerning their deity and their teachings, learn magics (be they healing or harmful) gifted to the acolytes by their deities, and often go out into their community to provide aid to those in need or prosthelytize the words of their goddess or god.  Though not every acolyte climbs the ranks into full fledged priesthood, many remain highly dedicated to the church and remain to serve as life-long acolytes working closely with the lay community outside the temple walls.

\n

Recall that acolytes are trained in the arcane ways of their chosen deities.  This being the case, acolytes rarely receive sufficient martial training in comparison to the paladin ranks of the temple (unless expressly dictated otherwise by their deitie’s teachings).  This being the case, the acolyte is able to unleash some basic divine magic in order to both defend themselves and allies or to call upon their patron deity for aid for injured parties.  Typically expelled in a gleaming shower of golden sparks and dazzlingly vibrant lights, the magic of the gods is truly something special, even at such a base nature.  Spells such as Cure Wounds, Sacred Flame, or Sanctuary are all practiced by acolytes early on into their divine studies.  Acolytes can make handy allies should you be in need of divine protection or a field medic for an injured compatriot.  Be sure to mind your acolyte well, however, as their spellwork can easily be interrupted if they are forced into a melee fight with a band of slavering gnolls.

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The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"FA3jpb8uEewm81am","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"lCbFAxmmdZq5iNPI","flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"kQ7NemFFPEtQUZgc","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"SZu6KvZ5jyNqamsF","flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"c6RtpDfZ4mpNo1Ka","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CebfFzlNbHsUEd3I","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"1","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"CqQ6pXQA5WXZNOm3","name":"Harpy","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":13,"min":3,"proficient":0,"mod":1,"save":1}},"attributes":{"ac":{"min":11,"value":11},"hp":{"value":38,"min":0,"max":38,"temp":0,"tempmax":0,"formula":"7d8 + 7"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"Fly 40 ft.","special":"Walk 20 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

\n

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

\n

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be @JournalEntry[Charmed] until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is @JournalEntry[Incapacitated]. While @JournalEntry[Charmed] by the harpy, a target is @JournalEntry[Incapacitated] and ignores the songs of other harpies. If the @JournalEntry[Charmed] target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A @JournalEntry[Charmed] target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

\n

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The harpy makes two attacks: one with its claws and one with its club.

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The harpy strikes out with its claws.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be @JournalEntry[Charmed] until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is @JournalEntry[Incapacitated]. While @JournalEntry[Charmed] by the harpy, a target is @JournalEntry[Incapacitated] and ignores the songs of other harpies. If the @JournalEntry[Charmed] target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A @JournalEntry[Charmed] target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

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The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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The wererat makes two attacks, only one of which can be a bite.

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The wererat opens its wide mouth to bite its foe.

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If it hits and if the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

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Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

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The knight has advantage on saving throws against being @JournalEntry[Frightened].

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The knight makes two melee attacks.

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A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

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A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

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For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is @JournalEntry[Incapacitated].

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The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

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The bear has advantage on Wisdom (Perception) checks that rely on smell.

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The bear makes two attacks: one with its bite and one with its claws.

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The bear gnashes out with its teeth.

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The bear reaches out with its claws to rend its foe.

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Snakes rank among the most plentiful and diverse reptiles to slither across our planet's surface. Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds. Though there are many species of snake, we will only discuss the poisonous varieties within this article. Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils. While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat. The devious snake, however, has so much more beneath its scaly surface.

\n

Don't Tread on Me. Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings. Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance. While the creature's eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them. Snakes \"smell\" with their tongues! Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues. Within the snake's mouth lies its most deadly asset in the form of two, hollow fangs. Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight. The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs. Then it's only a matter of moments until the poor creature is left dead by the snake's potent toxins. While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles. Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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The nimble snake lashes out with its dripping fangs.

\n
\n

If the target is hit it must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

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A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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The eagle makes two attacks: one with its beak and one with its talons.

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The hawk snaps at you with its crimson beak.

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The Eagle rakes at your eyes with hooked avian talons.

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\".... an' then he tells me, he says, \"Mick! You can't think you'll pull one over on the Crown's Guard again? Not this time!\" he says. Well, ol' Mickey's got a trick or two up his sleeve for just such an occasion. Ain't no need for tricks n' chases when I've snagged an ol' bottle o' them Purple Posies spirits ol' Captain Murrnaband is always prattlin' on about. Ain't no guard as smart or handsome as Mickey Tenteeth!\"

\n
\n

- A story overheard from The Friendly Flumph Inn

\n

Who among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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A proud scream from on high, a blur of feathers, and the sharp embrace of long, needle sharp talons upon your flesh mark that you may have angered this raptor: the Eagle. Eagles are noble birds who traverse the skies of our woodlands and mountains in search of fatty fish, rodents, or reptiles to keep them well-fed. Eagles have wingspans as tall as any humanoid, often reaching upwards of six and a half to seven feet long! It is with these powerful wings and their keen vision that an eagle can surprise its prey from soaring heights, giving the avian the element of surprise on unsuspecting prey. I myself have witnessed an eagle swoop down from on high and scoop up a noble woman’s small pet terrier, wrenching the yowling canine from the lady’s grasp before fading away into the afternoon skies. Truly these birds are powerful specimens!

\n

Touch the Sky. The eagle prefers solitude when it can find it. The birds nest in homemade eyries, or nests, high above the world on mountain cliff faces. Here in the eyrie, the eagles lay their clutch of two eggs and raise a tiny, insular family with the female (and often much larger) chick taking dominance over any male born into the clan. The chicks grow under the care of their parents, being fed on a diet of regurgitated food until they are large enough to learn how to fly on their own. At this point, baby eagles are shunned from the nest and forced out into the world to fend for themselves.

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Lone Ranger. Eagles make fine companions for those who understand that these birds of prey are no mere pet, but an equal ally in their adventurers. Rangers seem particularly fond of the eagle as a hunting partner, as the birds may roam far and wide during a hunt and bring their master back any spoils they’ve found on their quest. This specialized form of modern falconry utilizes the eagles as trackers as well, as the eagle may spot prey from a great distance, then return to their master and guide them towards the quarry. Should you be adventuring out into the world and have the patience for such a companion, perhaps consider the eagle as a recommended choice for seasoned hunters.

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The eagle has advantage on Wisdom (Perception) checks that rely on sight.

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The Eagle rakes at your eyes with hooked avian talons.

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The pegasus rears up and brings its weight down onto its target.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't @JournalEntry[Incapacitated] and the assassin doesn't have disadvantage on the attack roll.

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The assassin makes two shortsword attacks.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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If it hits the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

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If it hits the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

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This wooden case can hold up to twenty crossbow bolts.

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The wraith can move through other creatures and objects as if they were difficult terrain. it takes 5 (1d10) force damage if it ends its turn inside an object.

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While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wraith reaches out its lifeless hand.

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If it hits, the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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The wolf lunges out with its teeth.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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Frogs are the most common amphibian to inhabit our planet. Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs. This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog. Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!). Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages. This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

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Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail. Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water. Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form. Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”. What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

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The frog can breathe air and water.

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The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

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The cockatrice lunges out trying to bite its foe.

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If it hits the target must succeed on a DC 11 Constitution saving throw against being magically @JournalEntry[Petrified]. On a failed save, the creature begins to turn to stone and is @JournalEntry[Restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @JournalEntry[Petrified] for 24 hours.

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Mimicry is a favored trick of those with the capacity for magic and the Flying Sword is an example of the simplest yet most effective mimicry in the arcane realm.  A flying sword is just that: a sword which flies.  Enchanted by a mage (typically for the purpose of guarding a home, study, or tower) the magical flying sword rests peacefully wherever its master has left it.  These enhanced blades are given simple instructions such as, “Kill any intruders”, and until such a prompt is met, the sword will sit motionless.  While motionless, the sword is indistinguishable from any ordinary sword (excepting to those trained in seeing magical auras) which exemplifies the swords most dastardly characteristic.  Like this, the sword can rest for ages until its prompt is met and the weapon springs to life.  The sword will float from its hiding place, then slash and stab at any foolish trespassers with the confidence of a trained warrior until it is destroyed or its foes lay dead.  Upon destruction the spell placed upon the sword is dissolved and the object returns to normal.

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\n

Author’s Note: Wary adventurers should be on alert for other weaponry such as Clubs, Axes, Crossbows, or Hammers as the enchantment can be used on most common weaponry.

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While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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The sword is JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall @JournalEntry[Unconscious] for 1 minute.

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Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

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The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The shark can breathe only underwater.

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The shark brings its large teeth to bare.

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Camels are a unique species of even-toed ungulates who thrive within the deserts and arid climates of our planet. Known the world over for their large back humps (varying in number between one or two humps depending on species), camels have become an integral part of desert life due to their rugged albeit stubborn nature, nutritious meat and milk, and transportation utility. Camels have been domesticated for millennia. Highly sought after for their ability to survive within the harshest of deserts, the earliest records of camels in our world show them as domestic pack animals (much as they are utilized today) carrying heavy cargo across sandy expanses of inhospitable desert. The noble camel, however, may hold more secrets than its surface reveals.

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Watch Out, They Spit. When asking a commoner about the camel’s most unique feature they will undoubtedly tell you that it is the fleshy humps upon the camel’s tall back. Commonly, these humps were thought to hold a reservoir of fresh water so the camel may survive the sandy dunes of its homeland; this is, however, not the case at all. Dissection of the dromedary beast has shown researchers that these humps are actually composed of fatty tissue which have collected into the humps as to not overheat the beast by being spread across the body. Camels, in fact, need only drink once every tenday as their insulated coat keeps them at an adequate temperature and they absorb sufficient water vapor through exhaling via the nostrils. Camels also have a leathery mouth-lining allowing the herbivores to chew and swallow even the throniest of cacti should they require water in such a fashion. Should you be in the desert and in need of a sturdy beast, adventurer, why not invest your gold into the camel? Just be mindful, they enjoy spitting on those they do not trust!

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The camel swoops its head down towards you with its large flat molars.

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Seahorses are one of the most docile and beautiful creatures in all of our oceans. Seahorses sport a narrow, long body ending in a curled tail with which they cling to sea plants. The seahorse’s head is long and narrow (resembling its land-dwelling namesake) tipped with a flute-like nose. Seahorses lack many of the supportive fins in comparison to other sea creatures, rather they have one long fin along their spine and two miniscule fins on opposite sides of their torsos which allow the tiny creatures to propel themselves through the water. Unfortunately these docile creatures do not make the best familiar choices as they only inhabit tropical, shallow waters to utilize the cover of corals for protection. Seahorses should be observed and enjoyed, but I would advise endangering your familiar by placing it into this beautiful little form.

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The sea horse can breathe only underwater.

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Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the tiger can make one bite attack against it as a bonus action.

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Actions

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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

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Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the tiger can make one bite attack against it as a bonus action.

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The tiger opens its wide mouth to bite its foe.

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The tiger strikes out with its claws.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales fire in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall @JournalEntry[Unconscious] for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also @JournalEntry[Grappled] by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

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While the mimic remains motionless, it is indistinguishable from an ordinary object.

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The mimic has advantage on attack rolls against any creature @JournalEntry[Grappled] by it.

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The mimic whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

\n

If the mimic is in object form, the target is subjected to its Adhesive trait.

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The mimic opens its wide mouth to bite its foe.

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If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked @JournalEntry[Prone].

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The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

\n

At will: detect evil and good, druidcraft, pass without trace

\n

1/day each: calm emotions, dispel evil and good, entangle

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Whispering to the spirits of Nature, you create one of the following Effects within range:

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A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

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You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IJ6p0c0QNJpaZ2F0","flags":{},"name":"Dispel Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-sky-3.jpg","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the spell early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee spell Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"spell","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"oSSTtEGfLr6l3oEv","flags":{},"name":"Entangle","type":"spell","img":"systems/dnd5e/icons/spells/vines-acid-2.jpg","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself.

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IlcmYK7nyFyaKllZ","flags":{"_sheetTab":"description"},"name":"Magic Resistance","type":"feat","img":"systems/dnd5e/icons/skills/blue_18.jpg","data":{"description":{"value":"

The unicorn has advantage on saving throws against spells and other magical effects.

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The unicorn's weapon attacks are magical.

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The unicorn makes two attacks: one with its hooves and one with its horn.

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The unicorn rears up and brings its weight down onto its target.

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 Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

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The unicorn touches another creature. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

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The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

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The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

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The unicorn makes one attack with its hooves.

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The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

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The unicorn magically regains 11 (2d8 + 2) hit points.

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Nobles, those of our nations born with a silver spoon in their mouths and the wealth with which to buy influence and power across the world. Nobles can run the gamut of humanoid races, so long as these folks have the wealth to back up their claim to a noble title. Not all nobles are born into wealth however; in rare cases nobles may earn their status by dedicated work to the lords of their regions or by simply having titles given to them via friends finding themselves in positions of power. Through all of the perfume and powders adorning a noble's body, no stink is so ever present as that of corruption wafting just below the flowery mask.

\n

Entourage. Nobles rarely travel alone outside of their massive estates, prefering to be flanked by a retinue of trained bodyguards and faithful servants. This should always be kept in mind when dealing with nobles; there is never simply the nobleman/woman alone beyond their estate walls. Should a brigand be fearsome enough to make it through the noble's well-paid defenses, the monied elite is certainly a force to be reckoned with. Noble-birthed children receive some of the finest martial training in the land from an early age and are well equipped to strike back with sword or rapier. Keep an eye on your own footwork should you misstep and leave yourself open to a noble's well practiced parry. Be mindful of whom you may approach in a fight, as a noble has so much more to offer than their warm blood spilt carelessly upon the earth.

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This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

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The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

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Grimlock are a species of subterranean monsters whom evolved from modern day humans over the course of several hundred years.  Grimlocks were formerly human cultists who worshipped dark, manipulative masters deep within the caverns beneath the world.  These dark magicians meddled magically with the minds of the cultists, turning the unexpecting stooges into little more than slaves.  In veneration to their barbarous masters, the former cultists began to turn to cannibalism as a holy sacrament in order to become closer to their false gods.  However, this enslavement and isolation transformed the humans; their skin grew pallid and grey, their hair grew in coarse patches across their craggy bodies, and due to the maddening darkness, these new creatures, the Grimlocks, lost their ability to see.  Mutated and blind, the Grimlocks were left without guidance when their masters vanished without a trace.  Grimlocks still haunt the deep places of the earth to this very day.  Grimlocks prefer to lurk within the shadows as their grey, mottled skin resembles the stone surrounding them.  From a hidden perch atop a rock they lay in wait, their calloused hands gripping clubs made of sharpened bone.  Listen closely should your journey take you into the underground, as the feverish whispers of the Grimlock venerating their fallen masters can be heard clearly echoing throughout the caverns in which they creep.

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The grimlock can't use its blindsight while @JournalEntry[Deafened] and unable to smell.

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The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

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While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

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The cloaker makes two attacks: one with its bite and one with its tail.

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The cloaker opens its wide mouth to bite its foe.

\n
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If it hits and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is @JournalEntry[Blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

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The cloaker swings its tail around.

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Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become @JournalEntry[Frightened] until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

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The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

\n

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

\n

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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The rex opens its wide mouth to bite its foe.

\n
\n

If it hits, and if the target is a Medium or smaller creature, it is @JournalEntry[Grappled] (escape DC 17). Until this grapple ends, the target is @JournalEntry[Restrained], and the tyrannosaurus can't bite another target.

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The rex swings its tail around.

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Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

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If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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The golem is immune to any spell or effect that would alter its form.

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Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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The golem has advantage on saving throws against spells and other magical effects.

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The golem's weapon attacks are magical.

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The golem makes two slam attacks.

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The golem swings its fists towards you!

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Skittering through the undergrowth of a dark forest or wriggling free from the dilapidated stone walls of a dank catacomb, giant centipedes resemble their miniscule cousins in all ways beyond size.  These slithering, scuttling arthropods are nearly the size of a small dog with sharpened mandibles measuring several inches in length at the tip of their head.  Much like the average centipede, these creatures bear the multitude of slinking legs flanking both sides of its tubular body and seethe with the aggression of a wild boar.  Giant centipedes think little beyond their next meal and will attack nearly any creature who enter into their territory, lashing out with their crushing mandibles capable of breaking through leather armor with ease.  Once the centipede has successfully gripped its victim with its pinching mandibles, it delivers a potent poison into its target’s blood stream which (in rare cases) may act as a minor paralytic should the creature fall unconscious while poisoned.  Keep an eye out while donning your boots should you choose to rest within the domain of the giant centipede.

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The centipede gnashes out with its teeth.

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“Hey there Mr. Goodberry lookie here! I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard. These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes. What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces. Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe. Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options! However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids. The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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The tiny lizard bites you with miniature teeth.

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The dragon can breathe air and water.

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The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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The dragon opens its wide mouth to bite its foe.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

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When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

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Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

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When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

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As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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The magmin reaches out its hand to touch a creature.

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If the touch hits and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

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The ghast opens its wide mouth to bite its foe.

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The ghast strikes out with its claws.

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If it hits and if the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

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The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

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The dragon opens its wide mouth to bite its foe.

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The dragon uses one of the following breath weapons.

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The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In boar form its AC is 11

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The wereboar makes two attacks, only one of which can be with its tusks.

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The wereboar attempts to gore you with its tusk.

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If it hits and if the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

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This heavy two-handed mace crushes metal and bone with thunderous force.

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Baboons inhabit grassy plains and sparsely covered woodlands, moving always in small packs called troops. Primarily land-bound mammals, a baboon will use its powerful upper body to scamper up into a tree with alarming speed. Do not be misled by the size of this creature; a single woodland baboon can easily prove more vicious than an entire pack of hungry wolves. At first glance a baboon may appear an easy target for unwary adventurers as they are only three to four feet in length, weighing up to forty pounds per recent recordings. No larger than a healthy human child. This, however, is merely deception as the forest monkeys can easily overpower a group of unprepared travelers. Hidden within their dog-like muzzles are deadly sharp canines and behind their eyes is a shockingly intelligent mind.

\n

Tooth Troop. Baboons are at their strongest when surrounded by their troop where they employ simplistic pack tactics to take down their foes. The monkeys have been observed skulking through tall grasses to set an ambush for unsuspecting prey or banding together to single out and mercilessly maul specific targets before moving to the next. Troops are governed by a single alpha who acts as the primary guardian of their fellows. Beneath the alpha, the troop works collaboratively, sharing food and resources between each other and engaging in communal grooming sessions to strengthen their bonds. Baboon young are raised in small family groups, being instructed by multiple adults at a time. A truly fascinating community and unique to our animal kingdom, baboons should be given a wide berth and travelers should cautiously handle an unexpected meeting by a local troop should your paths cross.

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The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The baboon bites at you with an animalistic frenzy.

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Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

\n

","public":""},"race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"xp":{"value":450},"source":"MM pg. 346","class":{},"spellLevel":2},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"nat":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":13},"prc":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["druidic","custom"],"custom":"any two languages"},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"0","max":"0"},"spell2":{"value":"0","max":"0"},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":400000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Druid","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"K15Yl8JmB5iPircc","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"07sdy4qaaW4MaB8W","flags":{"_sheetTab":"description"},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

\n

Cantrips (at will): druidcraft, produce flame, shillelagh

\n

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

\n

2nd level (3 slots): animal messenger, barkskin

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Whispering to the spirits of Nature, you create one of the following Effects within range:

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A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.

\n

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself.

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"BdApmAz4M3id4rnL","flags":{},"name":"Longstrider","type":"spell","img":"systems/dnd5e/icons/spells/wind-sky-1.jpg","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"lXZnkgspOXxSoLPF","flags":{},"name":"Speak with Animals","type":"spell","img":"systems/dnd5e/icons/spells/wild-jade-1.jpg","data":{"description":{"value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2ZxbeICwcq94lFTU","flags":{},"name":"Thunderwave","type":"spell","img":"systems/dnd5e/icons/spells/lightning-jade-1.jpg","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6DpP5JZ3gznrULif","flags":{},"name":"Animal Messenger","type":"spell","img":"systems/dnd5e/icons/spells/wild-jade-1.jpg","data":{"description":{"value":"

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

\n

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

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The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

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You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

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A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

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The hydra can hold its breath for 1 hour.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being @JournalEntry[Blinded], @JournalEntry[Charmed], @JournalEntry[Deafened], @JournalEntry[Frightened], @JournalEntry[Stunned], and knocked @JournalEntry[Unconscious]. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

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For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

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While the hydra sleeps, at least one of its heads is awake.

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The hydra makes as many bite attacks as it has heads.

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The hydra opens its wide mouth to bite its foe.

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The ape makes two fist attacks.

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The ape lunges out with its fist.

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The ape throws a rock at its target.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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The insects swarm around the creature biting it from all directions at once.

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A creature reduced to 0 hit points by a swarm of centipedes is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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The dragon can breathe air and water.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

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The ettin has advantage on Wisdom (Perception) checks and on saving throws against being @JournalEntry[Blinded], @JournalEntry[Charmed], @JournalEntry[Deafened], @JournalEntry[Frightened], @JournalEntry[Stunned], and knocked @JournalEntry[Unconscious].

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When one of the ettin's heads is asleep, its other head is awake.

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The ettin makes two attacks: one with its battleaxe and one with its morningstar.

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A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

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A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

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The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

\n

At will: druidcraft 3/day each: entangle, goodberry

\n

1/day each: barkskin, pass without trace, shillelagh

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Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself.

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"FNz3TuwOTx2PRjgB","flags":{},"name":"Druidcraft","type":"spell","img":"systems/dnd5e/icons/spells/vines-jade-1.jpg","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

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Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

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You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

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A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

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The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

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The dryad has advantage on saving throws against spells and other magical effects.

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The dryad can communicate with beasts and plants as if they shared a language.

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Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically @JournalEntry[Charmed]. The @JournalEntry[Charmed] creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts @JournalEntry[Charmed] at a time.

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Adorned in shells and brightly hued aquatic plants, the Merfolk who inhabit the oceans of our world are truly unique in their evolution. Though many modern researchers do not abide by this tale, it is rumored that Merfolk evolved from a colony of humans whose city sank below the waves in a catastrophic accident. The Merfolk themselves, however, choose neither to confirm or deny this tale. Very basically, Merfolk resemble an average humanoid with a few key differences. Where one would expect to find legs beneath the torso of a human, they would instead find the powerful tail of a relatively sized fish. Merfolk also have frilled gills adorning their necks allowing them to breathe the salty waters of the ocean's depths. Several additional fins grace the Merfolk's lithe body about the biceps and hips. Upon the Merfolk's humanoid head rests a single, large frill webbed by translucent skin which may raise or fold back depending on the Merfolk's mood.

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Murmaider. Merfolk live along the coastal waters of continental shelves, rarely allowing themselves to drift down into the darker depths of the ocean's abyss. Here in the more shallow tides, the Merfolk build their homes into thriving coral reefs, labyrinthian undersea caverns, and even the hollowed out remains of once coastal cities or sunken vessels. Anywhere shrouded from the view of prying land-dwellers makes the perfect home for a Merfolk. The Merfolk's reclusiveness is so well known, that mariners would tell fanciful tales of meeting a Merfolk for a midnight tryst, only to be abandoned at sunrise by the elusive creature. Most of the mariner's fellows would shove the notion aside, having never seen a living or dead Merfolk in all their years at sea. This is not to say that Merfolk will flee from intruders should an unfortunate landlubber find their way into a Merfolk's abode. Armed with spears of sharpened coral and powerful webbed hands ending in dagger-like barbs the Merfolk are well equipped to defend themselves within their aquatic homes. Take care on the open seas, adventurer, and never run afoul of the Merfolk.

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The merfolk can breathe air and water.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil makes two attacks with its chains.

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The devil lashes a chain towards you.

\n
\n

If it hits the target is @JournalEntry[Grappled] (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is @JournalEntry[Restrained] and takes 7 (2d6) piercing damage at the start of each of its turns.

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Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

\n

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is @JournalEntry[Incapacitated] or dies.

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When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be @JournalEntry[Frightened] until the end of its turn.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

\n

At will: darkness, invisibility

\n

1/day each: charm person, cone of cold, gaseous form, sleep

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The oni's weapon attacks are magical.

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The oni makes two attacks, either with its claws or its glaive.

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The oni strikes out with one of its claws.

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A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"XdHhKpjuuzhnHFST","flags":{"_sheetTab":"description"},"name":"Change shape","type":"feat","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"DMmYrnvjdFGQgl9z","flags":{"_sheetTab":"description"},"name":"Regeneration","type":"feat","img":"systems/dnd5e/icons/skills/red_33.jpg","data":{"description":{"value":"

The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"iQ9oMvkYdGiLbOm7","flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"bv3JBxBKqZC8v8nn","flags":{},"name":"Invisibility","type":"spell","img":"systems/dnd5e/icons/spells/fog-sky-2.jpg","data":{"description":{"value":"

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Agqr1hnuqnhBNgYq","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"yHQn7ZK82eaESdZ9","flags":{},"name":"Cone of Cold","type":"spell","img":"systems/dnd5e/icons/spells/ice-blue-3.jpg","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"GmktgRgXDpGbMXMX","flags":{},"name":"Gaseous Form","type":"spell","img":"systems/dnd5e/icons/spells/fog-acid-2.jpg","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"X7zpSL5rrVWY6gco","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001}]} -{"_id":"LBf4Yyuv0i8pALW7","name":"Orc","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2},"wis":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":10,"min":3,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":11,"value":13},"hp":{"value":15,"min":0,"max":15,"temp":0,"tempmax":0,"formula":"2d8 + 6"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"","public":""},"race":null,"type":"Humanoid","environment":"Underdark","cr":0.5,"xp":{"value":100},"source":"MM pg. 246","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"med","senses":"Darkvision 60 ft.","languages":{"value":["common","orc"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":"","max":0},"legres":{"value":"","max":0},"lair":{"value":false,"initiative":0}}},"flags":{"_sheetTab-sidebar":"traits","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Orc","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"LBf4Yyuv0i8pALW7","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"MY9hQkOnh2onjZEh","flags":{},"name":"Hide Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/hide.png","data":{"description":{"value":"

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}}},{"_id":"Y13FKwhDhgo6rRq0","flags":{"_sheetTab":"description"},"name":"Aggressive","type":"feat","img":"systems/dnd5e/icons/skills/red_22.jpg","data":{"description":{"value":"

As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":null,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":"","max":"","per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"uCiJ1ngh3gG9Ly6f","flags":{},"name":"Greataxe","type":"weapon","img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":"30","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"5rud7g8MZkkAkUc0","flags":{},"name":"Javelin","type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"5","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"LPdX5YLlwci0NDZx","name":"Raven","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"dex":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"con":{"value":8,"min":3,"proficient":0,"mod":-1,"save":-1},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":12,"value":12},"hp":{"value":1,"min":0,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 1"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"prof":2,"speed":{"value":"10 ft. ","special":"Fly 50 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight. The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects. However, something truly special lurks behind the dark abyss of this bird’s eyes. Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

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Musings and Mimicry. Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly. From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom. Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless! You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku. Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them. Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

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The manticore strikes out with one of its claws.

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The manticore fires a tail spike at you.

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Related to the fey pixie who dances merrily through sunlit glades, Sprites resemble their more fanciful kin in size only.  Sprites are tiny humanoids held aloft by a pair of dragonfly’s wings who inhabit glades dappled with mushrooms, wild flowers, and occasionally fellow fey creatures such a living trees whom allow the Sprites to construct villages within their ample boughs.  Here in the bosom of nature’s serenity the Sprites exist with one purpose: protect their home at all costs.  Unlike their Pixie kin, Sprites are fearsome warriors and adept poison crafters willing to lay down their lives to protect their glade.  Should an intruder enter into their territory, the Sprites will take to the trees and bushes causing all manner of racket in an attempt to scare off the intruder without conflict.  If the intruder remains, they will dart out and surround the invader, filling it with poison tipped arrows.  The poison is not deadly, rather, it renders the victim unconscious so the Sprites may flee to a safer location within the forest.

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Closer to the Heart. While Sprites make fearsome warriors, they are not without reason in analyzing their enemies.  Upon rendering a creature unconscious, the Sprite can touch the creature and learn the true nature of the creature’s heart, be they good or evil, by “seeing” their heart.  As the heart never lies, the Sprite can make keen judgements about the creature’s intentions and determine if they are truly a threat using this “heart sight”.  In some instances, Sprites have been known to ally themselves with good natured creatures, especially if that creature has come to topple an evil-aligned fey creature in their forest home.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

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The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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This two handed bow is somewhat smaller than the tranditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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The shark opens its wide mouth to bite its foe.

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Jackals are a species of wild dog who roam the deserts and wilting grasslands of our planet. Jackals are closely related to coyotes, the two species commonly hunt and travel through similar territories causing confusion among untrained researchers. Often a bright golden to light beige tone, the jackal’s fur is marked with notable black stirpes which run horizontally in thick bands across the beasts’ bodies. Jackals have a unique social structure among canids as they most often shirk life with a pack in favor of finding a singular, monogamous mate with whom they remain in a wide territory. This is not to say that some jackals do not form packs; however, it will be more common in your travels to spot a bachelor or breeding pair rather than a whole cluster of these beasts. Much like the savannah’s hyenas, the jackal does not escape the skeptical eye of the trained adventurer as the warning sign of evil upon the horizon. Gifted sentience and the ability of shape-changing by the Demon Lord Graz’zt, newly created beasts dubbed Jackalweres resemble humanoid jackals in their hybrid forms. Now bound to the Demon Lord, the Jackalwere assumes the life of a slaver, plucking unsuspecting humanoids from their comfortable lives by rendering them helpless under the Jackalwere’s magical, sleep inducing gaze. Beware young adventurers, for the small jackal you see feasting upon carrion by the road’s edge may be the servant of a demonic overlord in magical disguise.

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The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The hungry jackal circles you warily, waiting for the opportunity to pounce with it's sharp jaws.

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A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

\n

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If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the mammoth can make one stomp attack against it as a bonus action.

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The mammoth lowers its horns and attempts to gore you.

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The mammoth raises its great foot and brings it down with thundrous force.

\n

NOTE: this attack can only be used on a JournalEntry[Prone] creature.

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Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

\n

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

\n

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

\n

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The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

\n

At will: disguise self (any humanoid form), major image

\n

3/day each: charm person, mirror image, scrying, suggestion

\n

1/day: geas

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NDHykDE52YcVDvzj","flags":{},"name":"Charm Person","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ekyK2B3pBekiMM36","flags":{},"name":"Mirror Image","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"eXsj54wfmxGKm6xn","flags":{},"name":"Scrying","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ozJoL89JV1uXZMMm","flags":{},"name":"Suggestion","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ksDdjq2GCv4Co14h","flags":{},"name":"Geas","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-air-3.jpg","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the spell ends.

\n

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish spell also ends it.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NOAIWYhQYqQ3MBkN","flags":{"_sheetTab":"description"},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":900001},{"_id":"lZTvbZMSZZoSNo0P","flags":{"_sheetTab":"details"},"name":"Claws","type":"weapon","img":"systems/dnd5e/icons/skills/red_31.jpg","data":{"description":{"value":"

The lamia strikes out with its claws.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"lrBs55NTwz417CPB","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"raIIkB76pv8KA58t","flags":{"_sheetTab":"description"},"name":"Intoxicating Touch","type":"weapon","img":"systems/dnd5e/icons/skills/green_15.jpg","data":{"description":{"value":"

The lamia reaches out its glowing hand.

\n
\n

If it hits the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001}]} -{"_id":"N3ahWNjmxk9Ro1aG","name":"Giant Goat","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":17,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":3,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":10,"value":11},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":2,"speed":{"value":"40 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"","public":""},"race":null,"type":"Beast","environment":"Mountain","cr":0.5,"xp":{"value":100},"source":"MM pg. 326","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"lg","senses":"","languages":{"value":[],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":"","max":0},"legres":{"value":"","max":0},"lair":{"value":false,"initiative":0}}},"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"biography"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Giant Goat","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"N3ahWNjmxk9Ro1aG","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"dBII3VhTvg43aTUI","flags":{"_sheetTab":"details"},"name":"Charge","type":"feat","img":"systems/dnd5e/icons/skills/red_23.jpg","data":{"description":{"value":"

If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":null,"units":null,"type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"str","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":"str"},"featType":"Passive","requirements":"Goat","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"kqrWunjvDSHdnPmW","flags":{"_sheetTab":"description"},"name":"Sure-Footed","type":"feat","img":"systems/dnd5e/icons/skills/green_16.jpg","data":{"description":{"value":"

The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it @JournalEntry[Prone].

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"_id":"t8cKnWGtgVCfhW5v","flags":{"_sheetTab":"details"},"name":"Ram","type":"weapon","img":"systems/dnd5e/icons/skills/red_23.jpg","data":{"description":{"value":"

The goat lowers its head and barrels forward into its target.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"NAISFPoNNgUCsEyW","name":"Zombie","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":3,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":6,"min":3,"proficient":1,"mod":-2,"save":0},"cha":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3}},"attributes":{"ac":{"min":8,"value":8},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"3d8 + 9"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"prof":2,"speed":{"value":"20 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"

When the magic of necromancy is utilized upon the preserved flesh of a humanoid, a zombie will rise to serve its dark master.  In much the same way that an animated skeleton is returned from the dead so too are zombies shunted back into this world.  While a skilled spellcaster may animate the dead and command the newly awakened, zombies may also rise in areas of the world saturated with necromantic energy.  In this situation, the zombies will not obey the command of a master, but roam aimlessly in a small area until they either find something to attack and consume or rot away into a pile of inanimate bones.  

\n

Re: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance.  Zombies will still show the wounds or disease scars which slew them upon reanimating.  The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens.  While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger.  Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders.  This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need.  Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety.  It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies.  Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle.  Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands.  The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers!  Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.

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The Zombie swings its decomposing fists towards you!

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The treant deals double damage to objects and structures.

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The treant makes two slam attacks.

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The treant swings its fists towards you!

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The treant throws a rock at its target.

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The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

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The dragon can breathe air and water.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

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The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

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The snake opens its wide mouth to bite its foe.

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The snake wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

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The target is @JournalEntry[Grappled] (escape DC 16). Until this grapple ends, the creature is @JournalEntry[Restrained], and the snake can't constrict another target.

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The pudding can move through a space as narrow as 1 inch wide without squeezing.

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A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

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The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The pudding whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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In addition, if it hits, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

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The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

\n

At will: darkness, detect magic, dispel magic

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1/day each: confusion, fly, power word stun

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The glabrezu has advantage on saving throws against spells and other magical effects.

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The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300001},{"_id":"z7y2vqn8D1tVS8Bn","flags":{"_sheetTab":"details"},"name":"Pincer","type":"weapon","img":"systems/dnd5e/icons/skills/red_20.jpg","data":{"description":{"value":"

The glabrezu reaches out with its vice-like pincer.

\n
\n

If it hits and if the target is a Medium or smaller creature, it is @JournalEntry[Grappled] (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":200001},{"_id":"9TcwUJ7erOcoStFd","flags":{"_sheetTab":"details"},"name":"Fist","type":"weapon","img":"systems/dnd5e/icons/skills/fire_07.jpg","data":{"description":{"value":"

The glabrezu lunges out with one of its fists.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":400001},{"_id":"G3aAuaQo2XuR6TUL","flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"vu2mWlani0t9sJpB","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"FhtMJRVrup9K4POO","flags":{},"name":"Dispel Magic","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-2.jpg","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"o3MdwgbPSlPlcSB2","flags":{},"name":"Confusion","type":"spell","img":"systems/dnd5e/icons/spells/wind-magenta-3.jpg","data":{"description":{"value":"

This spell assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the spell must make a Wisdom saving throw otherwise it will be affected by the spell.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the spell ends for this target.

\n

Higher Levels. When you cast this spell using a level spell slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher spell slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":16,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Three walnut shells.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"obLPeFwtVAi6y5Ho","flags":{},"name":"Fly","type":"spell","img":"systems/dnd5e/icons/spells/link-spirit-1.jpg","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NPnyIfzy6LL20PX5","flags":{},"name":"Power Word Stun","type":"spell","img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001}]} -{"_id":"OQqybZoMeDFn5AFD","name":"Sea Hag","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":13,"min":3,"proficient":0,"mod":1,"save":1}},"attributes":{"ac":{"min":11,"value":14},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"7d8 + 21"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"Swim 40 ft.","special":"Walk 30 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

\n

Death Glare. The hag targets one @JournalEntry[Grappled] creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

\n

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

\n

","public":""},"race":null,"type":"Fey","environment":"Underwater","cr":2,"xp":{"value":450},"source":"MM pg. 179","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"med","senses":"Darkvison 60 ft.","languages":{"value":["aquan","common","giant"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":2900000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Sea Hag","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"OQqybZoMeDFn5AFD","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"GzrP3XeXH07Ouxv8","flags":{},"name":"Amphibious","type":"feat","img":"systems/dnd5e/icons/skills/emerald_05.jpg","data":{"description":{"value":"

The hag can breathe air and water.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100000},{"_id":"2xbGgLWNY3wEDWFf","flags":{"_sheetTab":"description"},"name":"Horrific Appearance","type":"feat","img":"systems/dnd5e/icons/skills/violet_19.jpg","data":{"description":{"value":"

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is @JournalEntry[Grappled] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"I5psaerq5uPqQxq4","flags":{"_sheetTab":"details"},"name":"Claws","type":"weapon","img":"systems/dnd5e/icons/skills/red_31.jpg","data":{"description":{"value":"

The hag strikes out with its claws.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"HVsrcu5PXSdv1tSI","flags":{"_sheetTab":"description"},"name":"Death Glare","type":"feat","img":"systems/dnd5e/icons/skills/water_03.jpg","data":{"description":{"value":"

The hag targets one @JournalEntry[Grappled] creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"kMUd2QjUIw0mMjlU","flags":{"_sheetTab":"description"},"name":"Illusory Appearance","type":"feat","img":"systems/dnd5e/icons/skills/emerald_07.jpg","data":{"description":{"value":"

The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200001}]} -{"_id":"OSKoYxdiQ8jYqOGH","name":"Giant Badger","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":15,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3}},"attributes":{"ac":{"min":10,"value":10},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8 + 4"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Burrow 10 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"
\n

Author’s Note: Please see below the entry for “Badger” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor.  Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot!  Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!
Merchant Lord Ellemond Doughty.

\n
\n

The common forest dwelling badger is a creature of ingenuity and sheer determination.  This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow.  The badger’s coat is decked in marvelous black and white stripes running the length of its body.  With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution.  Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them.  As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense.  The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation.  A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor.  These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators.  It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The badger makes two attacks: one with its bite and one with its claws.

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The badger opens its jaws and reaches for its next victim.

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The badger pulls back its bloodied paw and swings it forward.

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The chuul can breathe air and water.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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The chuul reaches out with its vice-like pincer.

\n
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If it hits the target is @JournalEntry[Grappled] (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures @JournalEntry[Grappled].

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One creature @JournalEntry[Grappled] by the chuul must succeed on a DC 13 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. Until this poison ends, the target is @JournalEntry[Paralyzed]. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

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The dog lunges out with its teeth.

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If the bite hits and if the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become @JournalEntry[Poisoned] until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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The dog has advantage on Wisdom (Perception) checks and on saving throws against being @JournalEntry[Blinded], @JournalEntry[Charmed], @JournalEntry[Deafened], @JournalEntry[Frightened], @JournalEntry[Stunned], and knocked @JournalEntry[Unconscious].

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Sturdy and dutiful, ponies represent a small fraction of the horse breeds currently catalogued. It should be clear that for all identification purposes, ponies are not young horses. Ponies are classified by the naturalists of our lands as any horse who is under a height of 14 hands total. Thus, ponies are simply nothing more than small horses. Ponies often make treasured gifts to the children of upper class society as they are prized for their beauty and calm demeanor. Ponies are also used by the small folk of the realm in a way very similar to how a human would utilize a full-sized horse. It seems the relative scale of the pony is quite pleasing to the halflings and gnomes. I would thus ask you to look for our entries on draft horses, war horses, or simply horses to learn more about the varieties of horses who are described there in further detail.

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The pony rears up bringing its weight down on top of its hooves.

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Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

\n

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

\n

","public":""},"race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"xp":{"value":450},"source":"MM pg. 348","class":{},"spellLevel":2},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":2,"ability":"wis","mod":7,"bonus":0,"passive":17},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"per":{"value":1,"ability":"cha","mod":3,"bonus":0,"passive":13},"rel":{"value":2,"ability":"int","mod":5,"bonus":0,"passive":15},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13}},"traits":{"size":"med","senses":"","languages":{"value":["custom"],"custom":"any two languages"},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"4","max":"4"},"spell2":{"value":"3","max":"3"},"spell3":{"value":"2","max":"2"},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":2500000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Priest","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"PVD5wRdyO7iCJPs1","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"bndaCEOeIP8RgbU1","flags":{},"name":"Chain Shirt","type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

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The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): cure wounds, guiding bolt, sanctuary

\n

2nd level (3 slots): lesser restoration, spiritual weapon

\n

3rd level (2 slots): dispel magic, spirit guardians

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A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":"5","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":""},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"WJIXMFazAqVnJYvD","flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"tH6t3jEFN0mV3rkr","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"zqrrds5FRY4p6j1q","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IuZhkaFDV6WSInX2","flags":{},"name":"Guiding Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"v6PLMmOtGJLqMa0M","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6feFqORsAsNUdDcU","flags":{},"name":"Lesser Restoration","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-1.jpg","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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The specter can move through other creatures and objects as if they were difficult terrain. it takes 5 (1d10) force damage if it ends its turn inside an object.

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While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The specter reaches out its lifeless hand.

\n
\n

If it hits, the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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\n

Author’s Note:  Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

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The swarm of bats flaps around you maddeningly, surrounding you with thousands of tiny fanged bites.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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The gnoll lashes out with its teeth.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

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Variant: Insect Swarms Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.

\n

Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5 feet.

\n

Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

\n

Swarm of Spiders. A swarm of spiders has the following additional traits.

\n\n

Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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The insects swarm around the creature biting it from all directions at once.

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The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

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The giant throws a rock at its target.

\n
\n

If it hits and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked @JournalEntry[Prone].

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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Large and highly aggressive, the avian Axe Beak has maintained a well-earned reputation as an animal not to be toyed with.  Hailing from grassy plains to thick and sweltering jungles, the Axe Beak resembles the flightless emu in both size and appearance.  The Axe Beak sports a rounded, plump body resting upon two powerful legs built for running and kicking at high speeds.  From the body sprouts a long and graceful neck ending in an unfeathered head tipped with a sharp, wedge-shaped beak.  This beak (reminiscent of a hatchet) is what gives the creature its fearsome name.

\n

Let Me Axe You a Question. Axe Beaks have been studied for quite some time, as their flightless footsteps have been tracked for thousands of years by biologists.  An ancient and relatively unchanged species, the Axe Beak is most notable (aside from the beak) for its temper.  Axe Beaks are incredibly territorial animals and have been known to chase down intruders within their territory for miles before finally calling off the attack.  Shockingly, some Axe Beaks have been domesticated through rigorous, consistent interaction with humanoids.  These beasts may act as riding animals and are powerful enough to support a fully grown Orc warrior.  During battle, should one be unfortunate enough to cross the bird, the Axe Beak will swing its powerful neck in a chopping arc to bring its sharpened beak down upon any unfortunate foe.  Should their beak (which has been known to sever limbs and pierce plate armor) not be enough, the Axe Beak may turn and deliver a devastating kick with one of its powerful, clawed feet.

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The axe beak slashes down with its long curved beak.

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\n

Author’s Note: Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while @JournalEntry[Deafened].

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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The bat gnashes out with its teeth.

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A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.

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Power to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

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The hippogriff makes two attacks: one with its beak and one with its claws.

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The hippogriff snaps at you with its crimson beak.

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The hippogriff strikes out with its claws.

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\n

Author’s Note: Please see below the entry for “Owl” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world.  Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes.  A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents.  As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field.  Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard.  Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep.  Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting.  Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The owl rakes at your eyes with hooked avian talons.

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Shriekers are the most common natural alarm systems found deep within the caverns of the Underdark. Shriekers are massive, humanoid sized mushrooms with porous caps bearing an off-white coloration. Should the Shrieker remain completely still, no observer save those versed in Underdark mycology would notice that this fungus serves another purpose. Upon coming into contact with the Shrieker (typically within a distance of thirty feet) the mushroom will emit a loud, high pitched screech which can alert any creature within three hundred feet in all directions. Tread with caution through the mushroom patches of the Underdark adventurers, should stealth fail you, the Shrieker will be there to alert any foe within earshot!

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While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

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When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.

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Putrid little runts… they ambushed us on the trail before we’d even been made aware we’d entered their “king’s” territory.  They attacked from out of the bushes like a tidal wave of bodies crashing into our cart, all the while gibbering in their foul, snarl of a tongue.  We should have been prepared for them, I recall their weaponry was so poor one bugger was swinging half a broom handle with a small iron spike driven through; nonetheless, they overwhelmed us with their surprise attack and made off with a hefty share of the camp’s rations for the next month.
Captain Will Freidmont of the Upper Wilds Valdyrguard.

\n
\n

Goblins are evil creatures of diminutive stature who exist in almost every corner of the natural world as a constant yet generally manageable threat.  Hailing from a group of creatures called goblinoids (which includes bugbears and hobgoblins), the goblin is a foul humanoid measuring no larger than the average halfling.  Goblins have skin tones varying from light clay to deep chestnut brown to a sickly, acidic green, their hair is thin and greasy, and within their jaws rest cracked and sharpened teeth.  Together with their foaming fellows, goblins form loose collectives or tribes so their power can stand pronounced in numbers.  The tribal life also allows for a crude caste system to erupt from the goblin’s chaotic politics.  All goblins have something to offer to the tribe, be they foragers, slavers, or warriors.  If they cannot contribute, they die.

\n

We Live in a Society.  Capricious to the last, goblins crave nothing more than power and domination of all others around them by any means (including those methods dangerous to the goblin).  Those goblins who possess enough might or cleverness may ascend to the rank of Goblin Boss and command a lair consisting of several dozens goblinoid fellows.  Should ambition prove overwhelming, the boss in rare cases may subjugate nearby lairs of rival goblinoids and crown themselves a Goblin Queen/King.  It has been documented that in one particular case, Queen Greld the Gutripper was able to enslave a camp containing hundreds of orcs, then laid siege to the city of Westerholt close by and sacked the entire city.

\n

Gnash and Bite, Trick and Trap. Goblins maintain some of the most chaotic lairs within the known world, and to accomplish this the goblins require a plethora of slaves.  Not always willing to murder those they plunder, goblins and their kin are known slavers, spiriting away captured humans from merchant wagons to contruct their insidious dungeons.  WIthin a goblin lair is all manner of trap: tunnels leading nowhere, narrow passages no human could pass through, arrow slits, pits lined with spikes, and of course a multitude of alarms to warn the tribe of any impending danger.  Goblins utilize chaotic placement within their lairs to throw off intruders from their hard earned loot which is kept safe within the lair’s heart.

\n

And They Dance About the Flames. Goblins, though commonly thought of as greedy and stupid, leave their chaotic tendancies behind when it comes to the structure of religious worship.  They are beholden in particular to The God of the Goblins, also called They Who Lurk Beneath, who acts as chief of all other gods to the goblinoids.  This god encourages acts of violence, blind cruelty, enslaving others, as well as war amongst the enemies of the goblins.  Goblin tribes will join together in times of worship to dance, perform rituals with blood and bone, build massive bonfires, and sew chaos throughout the lair all in devotion to their evil benefactor.  Goblins, fueled by the spirit of the revelry, will then be exceedingly aggressive and volatile for the days after, raging through the surrounding area to sate the thirst of their cruel god.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

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The mummy has advantage on saving throws against spells and other magical effects.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100000},{"_id":"ETSXKwNHRzPYjfzR","flags":{"_sheetTab":"description"},"name":"Rejuvination","type":"feat","img":"systems/dnd5e/icons/skills/yellow_32.jpg","data":{"description":{"value":"

A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":400000},{"_id":"yBfV26RwHbwIKOBC","flags":{"_sheetTab":"description"},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

\n

Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith

\n

2nd level (3 slots): hold person, silence, spiritual weapon

\n

3rd level (3 slots): animate dead, dispel magic

\n

4th level (3 slots): divination, guardian of faith

\n

5th level (2 slots): contagion, insect plague

\n

6th level (1 slot): harm

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200000},{"_id":"xPp83cO6AM354O1G","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":900000},{"_id":"ISOpXpsJlAyPtreQ","flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"AW5LdjlVjV1cRaOy","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"QgwOynbi1sYRiWVL","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5FOjIEpgif56pCaS","flags":{},"name":"Guiding Bolt","type":"spell","img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Ly9NpLnNDMXv6EiS","flags":{},"name":"Shield of Faith","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"M8U9Hy7axIAZY9Hu","flags":{},"name":"Hold Person","type":"spell","img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"7K61kAUHxj3STLNR","flags":{},"name":"Silence","type":"spell","img":"systems/dnd5e/icons/spells/runes-magenta-1.jpg","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"fI46NAQa0o0Zg6qV","flags":{},"name":"Spiritual Weapon","type":"spell","img":"systems/dnd5e/icons/spells/enchant-magenta-2.jpg","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8N1nF4IWIfuFvPtW","flags":{},"name":"Animate Dead","type":"spell","img":"systems/dnd5e/icons/spells/horror-red-2.jpg","data":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NNKQuZzTjMoTHhTa","flags":{},"name":"Dispel Magic","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-2.jpg","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"llf7Y7s3ODcBJ6FD","flags":{},"name":"Divination","type":"spell","img":"systems/dnd5e/icons/spells/beam-blue-2.jpg","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"h13yvCayYwAIiYoP","flags":{},"name":"Guardian of Faith","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-3.jpg","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CVK9JHYEvTdfpsm9","flags":{},"name":"Contagion","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

\n

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"7UVJZmojKddOIVzm","flags":{},"name":"Insect Plague","type":"spell","img":"systems/dnd5e/icons/spells/leaf-jade-3.jpg","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8Lxmaq0rmhrOEj8c","flags":{},"name":"Harm","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"jm0m1aZabofL3Bst","flags":{"_sheetTab":"description"},"name":"Dreadful Glare","type":"feat","img":"systems/dnd5e/icons/skills/shadow_11.jpg","data":{"description":{"value":"

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become @JournalEntry[Grappled] until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also @JournalEntry[Paralyzed] for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":500000},{"_id":"fqM6Zv24iWTs1X9O","flags":{"_sheetTab":"details"},"name":"Legendary Actions","type":"feat","img":"systems/dnd5e/icons/skills/yellow_09.jpg","data":{"description":{"value":"

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":3,"max":3,"per":null,"type":"sr"},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":700000},{"_id":"2tNiuHt7hD0s6jYM","flags":{},"name":"Attack","type":"feat","img":"systems/dnd5e/icons/skills/weapon_24.jpg","data":{"description":{"value":"

The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":1200000},{"_id":"Os0eEymWpLTVR2Xv","flags":{"_sheetTab":"description"},"name":"Blinding Dust","type":"feat","img":"systems/dnd5e/icons/skills/yellow_15.jpg","data":{"description":{"value":"

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be @JournalEntry[Blinded] until the end of the creature's next turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300000},{"_id":"3PBv68cIzTlrzcYe","flags":{"_sheetTab":"description"},"name":"Blasphemous Word (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/shadow_20.jpg","data":{"description":{"value":"

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be @JournalEntry[Stunned] until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":800000},{"_id":"sjY1jcYS6PdmZYKH","flags":{"_sheetTab":"description"},"name":"Channel Negative Energy (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/violet_06.jpg","data":{"description":{"value":"

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":1000000},{"_id":"HTK95e2OHcnGkraj","flags":{"_sheetTab":"details"},"name":"Whirlwind of Sand (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/mech_9.jpg","data":{"description":{"value":"

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be @JournalEntry[Grappled], @JournalEntry[Petrified], knocked @JournalEntry[Prone], @JournalEntry[Restrained], or @JournalEntry[Stunned]. Equipment worn or carried by the mummy lord remain in its possession.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":1100000},{"_id":"ShhxQnaHjqu7Oq4M","flags":{"_sheetTab":"details"},"name":"Rotting Fist","type":"weapon","img":"systems/dnd5e/icons/skills/blood_11.jpg","data":{"description":{"value":"

The mummy swings its rotting fist.

\n
\n

If it hits and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6 + @mod","bludgeoning"]],"versatile":"6d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001}]} -{"_id":"UR2gWLFHmFwG7ReH","name":"Awakened Tree","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":19,"min":3,"proficient":0,"mod":4,"save":4},"dex":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2},"con":{"value":15,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":7,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":8,"value":13},"hp":{"value":59,"min":0,"max":59,"temp":0,"tempmax":0,"formula":"7d12 + 14"},"init":{"value":0,"bonus":0,"mod":-2,"total":-2,"prof":0},"prof":2,"speed":{"value":"20 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"

An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.

\n

","public":""},"race":null,"type":"Plant","environment":"Forest","cr":2,"xp":{"value":450},"source":"MM pg. 317","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14},"dec":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"prf":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"per":{"value":0,"ability":"cha","mod":-2,"bonus":0,"passive":8},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"slt":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8},"ste":{"value":0,"ability":"dex","mod":-2,"bonus":0,"passive":8},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"huge","senses":"","languages":{"value":["custom"],"custom":"one language known by its creator"},"di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing"],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Awakened Tree","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"UR2gWLFHmFwG7ReH","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"Q90HYHsZp8MD2iv2","flags":{"_sheetTab":"description"},"name":"False Appearance","type":"feat","img":"systems/dnd5e/icons/skills/green_18.jpg","data":{"description":{"value":"

While the tree remains motionless, it is indistinguishable from a normal tree.

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The tree swings its branch towards you!

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Slithering through the undergrowth of the jungle floor, a long silhouette glides soundlessly over the leaf litter stalking something yet unseen.  The beast is thick about its tubular body, the entire length rimmed with bands of muscle strong enough to suffocate a fully grown deer.  With a stout, club-shaped head and probing tongue, the constrictor snake shimmies ever-so stealthily towards its quarry.  Setting its dulled vision upon the rodent, the snake tastes the air with its forked tongue and pinpoints the rat’s position.  The hunt is over in a flash: striking like an arrow loosed from a bow, the snake sinks its needle-like fangs into the rat’s body before winding coil after coil of its body tightly around the rodent’s chest so it can crush and squeeze the last breath from the tiny beast’s body.  In a single, ugly gulp, the rat disappears into the snake.  Constrictor snakes inhabit, primarily, the jungles of the world and utilize their clever camouflage flecked scales to blend into the surrounding foliage.  Unlike their more venomous cousins, these snakes do not bear the hollow fangs to deliver a deadly dose of neurotoxin; rather, these snakes rely on their brute strength to strangle the life out of their victims.  While most constrictors are no threat to the average humanoid, there are some species large enough to consume a fully grown pony.  Beware the waters and thick brush of the jungle floor as this is where these deadly beasts prefer to hide.

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The snake opens its maw and takes a nibble.

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The snake wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

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The target is @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the creature is @JournalEntry[Restrained], and the snake can't constrict another target.

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Mephits are tiny, humanoid creatures who hail from the elemental planes.  As chaotic as their homeland, mephits are similar in nature to devilish imps and thrive in places where they can sew discord and oppress others of their kind.  Steam mephits are an amalgamation of both water and fire mephits who consider themselves to be the most superior of all mephit varieties.  The shrill little creatures stand only a foot or so in height, their body composed of living steam coalesced into a spindly humanoid form, one end tapering into a pointed beak-like nose.  These mephits hail from the plane set between the elemental plane of fire and elemental plane of water.  This “steam plane” is a boiling, humid world marred by pocked and barren rocky outcrops jettisoning geysers of steam hundreds of feet into the air.  A human unprotected in this environment would see their skin blister away right before their eyes boil from their sockets like runny eggs.  To the steam mephit, however, this is a paradise.  Steam mephits are skilled in very minor magics used to aid them in their tenuous existence on the plane of steam.  The mephit is also able to unleash a small jet of superheated steam from its mouth to scald its enemies should it need to.

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When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

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The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Generic claws attack. Fill in details.

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The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

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A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

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The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The worg lunges toward you with its large jaw ready to rip away a chunk of meat.

\n
\n

If the bite hits and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

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Mules are sturdy beasts of burden whom thrive in any climate of our marvelous world. The offspring of a horse and donkey, the now sterile, stubborn mule provides a plentiful sum of benefits from both of its progenitors. Mules can be difficult to tell apart from the common donkey; however, they are easily identified by several features: Mules are taller on average than a donkey with a flatter spine and shorter ears in comparison to a donkey's notoriously floppy ears. Something they retain from their parents is their surefooted nature, allowing mules to pass through difficult terrain such as muddy trails and rocky outcrops with more ease than other beasts. Beware the ass-end of this quiet creature, however, as mules have a mighty kick which they can deliver at force behind themselves much like a horse. Mules make excellent beasts of burden for the traveling merchant or road-bound adventuring party who needs an extra hoof or four to carry along their well-earned spoils. Why not take a mule, young adventurer, should you wager your next gambit at the hands of the goblins will provide you with ample reward?

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The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

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The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it JournalEntry[Prone].

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The mule reers up bringing its weight down into a focused attack through its hooves.

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Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

\n

Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

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Actions

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Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

\n

Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

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The rust monster gnashes out with its teeth.

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The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

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Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

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The monster reaches out with one of its antennae.

\n
\n

The monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

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The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The weasel darts in and bites down with a small but surprisingly sharp jaw!

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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the ankheg can bite only the @JournalEntry[Grappled] creature and has advantage on attack rolls to do so.

\n

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature @JournalEntry[Grappled]. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

\n

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The ankheg opens its wide mouth to bite its foe.

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\n

If it hits and the target is a Large or smaller creature, the target is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the ankheg can bite only the @JournalEntry[Grappled] creature and has advantage on attack rolls to do so.

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The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature @JournalEntry[Grappled]. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

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Author’s Note: Please see below the entry for “Frog” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size. 

\n
\n

Frogs are the most common amphibian to inhabit our planet.  Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs.  This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog.  Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!).  Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages.  This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

\n

Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail.  Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water.  Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form.  Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”.  What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

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The frog can breathe air and water.

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The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

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The Giant Frog opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 11). Until this grapple ends, the target is @JournalEntry[Restrained], and the frog can't bite another target.

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The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

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The swarm opens its wide mouth to bite its foe.

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The swarm uses its alternate attack (for half damage) when its hp drops below half.

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If it hits the target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

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Scorpions are one of nature’s odd mismatches of evolution which then successfully thrives within our natural world. Cousin to the common spider, a scorpion bears nearly no resemblance to the web-spinner beyond its eight legs. Scorpions host a segmented body that culminates in a long, knob-ended tail bearing a needle-like stinger upon its end. This stinger bears a venomous toxin which can range from mildly irritating to direly deadly depending upon the species. At the other end of the scorpion’s body lay two crab-like claws that aid it in gripping prey while the scorpion’s venom works through the unfortunate insect’s body.

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Chitin and Hate. Scorpions may live in a variety of environments, but they are most numerous in deserts and dusty plains. These little arachnids find solace from the harsh rays of the sun within scrub brush, under rocks, and within stolen burrows deep below the earth. From these nestled hideouts the scorpion can quickly lash out at any unsuspecting morsel who wanders into their domain. Make doubly sure to carry an antitoxin in your pack when venturing out into the desert, adventurer, for within a hero’s sturdy boots is one of the scorpion’s favorite places to hide.

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The scorpion arches its back and plunges it's barbed tail towards you.

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If hit, the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

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Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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The golem is immune to any spell or effect that would alter its form.

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The golem has advantage on saving throws against spells and other magical effects.

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The golem's weapon attacks are magical.

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The golem swings its fists towards you!

\n
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If it hits and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

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Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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Mastiffs are a large, muscular breed of loyal canine who are often found standing dutifully at their Master's side or guarding precious cargo upon less secure roads. Standing tall with a soft, tan coat, Mastiffs are often identified by their wrinkled and jowly face, the jaws of which are constantly oozing a steady stream of hot drool. Mastiffs are intelligent companions who can be trained from an early age as guard and hunting animals. Armed with stout jaws lined with deadly sharp teeth, a Mastiff is certainly a worthy challenge for any bandit who dares to run afoul the dog's Master. I have even observed these dogs working as beasts of burden and comfortable mounts for the smaller folk (halflings and gnomes) of the countryside. Here, the Mastiff replaces the horse in such duties as pulling carts, working as plow animals, and delivering parcels as swift courier beasts. Should you need a companion not bent towards droning conversation, perhaps indulge in a Mastiff to keep you company upon the lonely roads of our world. Just… watch out for the drool.

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The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The mastiff lunges forward with its huge drooling mawl drawing ever closer to its target.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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The insects swarm around the creature biting it from all directions at once.

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The scorpion makes three attacks: two with its claws and one with its sting.

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The scorpion strikes out with one of its claws.

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If it hits the target is @JournalEntry[Grappled] (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

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The scorpion lashes out with its stinger.

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If the sting hits, the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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Deep below the earth, luminous swarms of black-shelled Giant Fire Beetles may be found by curious explorers. Though giant in only the relative sense to their non-illuminated cousins, the Giant Fire Beetle typically spans the width of an adult human’s hand. These tiny, docile titans content themselves in scuttling through darkened places such as caverns, catacombs, and mossy overgrowths in search of scraps to eat or a quiet, damp place in which to make their burrows.

\n

Of Darkness and Light. Curiously enough, due to the species evolving without the natural light of our sun, the poor creature is completely blind. The Giant Fire Beetle, however, is not totally without senses. Using specialized antenna, these hardy insects are able to “see” the world around them within a slightly limited ranged. The true prize (as so many fledgling adventurers boast) is the orange bioluminescent glands located beneath either side of their mandibles and to the very rear of their abdomen. These firey hued glands are packed with a symbiotic, glowing fungus, which will continue to glow for up to one week once disconnected from their host! Some clever adventurers have taken to capturing live beetles, placing them within empty lanterns to light their way in remote caverns for even longer periods of time.

\n

In Last Resort. Most often a peaceful insect, Giant Fire Beetles have been observed defending food in times of great hunger; the creatures will rarely flee a tasty morsel should they feel a threat to their meal is near. The Giant Fire Beetle does pack a nasty bite with its sharpened mandibles that may pierce even the toughest boiled leather armor should it feel threatened enough to attack. Take heed when approaching a swarm of these insects lest you suffer some nasty lacerations. Older texts on the nature of beasts do speak of a breed of Giant Fire Beetle that excreted a combustible fluid and ignited the mixture causing severe burns to the unwary. This has never been scientifically proven, but new discoveries happen each day!

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The fire beetle gnashes at you with tiny, but sharp mandibles.

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The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

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The troll has advantage on Wisdom (Perception) checks that rely on smell.

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The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

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The troll makes three attacks: one with its bite and two with its claws.

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The troll opens its wide mouth to bite its foe.

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The troll strikes out with one of its claws.

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Begin your ritual in complete silence and scribe the runic circles upon the floor of your chamber in pure white chalk. Next, mold a simple poppet of your desired servant out of wet clay pulled from a local source and place the poppet into the center of your circle making sure it sits upright. Employing the use of a tool, grate your mandrake root into a fine powder and sprinkle the root mixed with both the ashes of your hearth and blood drawn fresh from your body around the runic circle rotating in a counterclockwise motion. With this completed, place your hand within the circle and speak your servant’s chosen name to command it into life. Should you follow these instructions to the letter, your homunculus will spring to life in an instant.”
- Copied from a faded page of Minions and the Menial: Your Guide to Magical Companions.

\n
\n

Alchemical Aids. A homunculus is a manner of minor construct not uncommon to mages and artificers. These squirrel sized companions are molded out of wads of clay and given life through a rare ritual taught to more experienced spellcasters. The homunculi have the extraordinary ability to experience the thoughts and senses of their master as the two share a special telepathic bond that may only be broken in death of if one of the parties ventures to a separate plane of existence. The homunculus is also gifted a language upon awakening and may act as a servant, spy, or even simple messenger for their master. It is not at all uncommon to see those in possession of a homunculus to utilize them in completing simple chores about their abodes so the spellcaster may focus on more tedious tasks. An odd caveat of this homunculus ritual is that the spellcaster may only be in possession of one clay companion at a time; should the caster attempt to create a new homunculus the process with always fail. Unless the creature or spellcaster dies, it will remain at the caster’s side as a loyal companion for the whole of their life.

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While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

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The homunculus gnashes at you with inset rows of tiny teeth. The target must succeed on a DC 10 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute.

\n
\n

If the saving throw fails by 5 or more, the target is instead @JournalEntry[Poisoned] for 5 (1d10) minutes and @JournalEntry[Unconscious] while @JournalEntry[Poisoned] in this way.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["-1 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"ZW39DE2zI3TXVYC9","name":"Giant Poisonous Snake","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"con":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":3,"min":3,"proficient":0,"mod":-4,"save":-4}},"attributes":{"ac":{"min":14,"value":14},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":4,"total":4,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Swim 30 ft."},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"
\n

Author’s Note: Please see below the entry for “Poisonous Snake” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Snakes rank among the most plentiful and diverse reptiles to slither across our planet’s surface.  Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds.  Though there are many species of snake, we will only discuss the poisonous varieties within this article.  Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils.  While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat.  The devious snake, however, has so much more beneath its scaly surface.

\n

Don’t Tread on Me.  Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings.  Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance.  While the creature’s eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them.  Snakes “smell” with their tongues!  Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues.  Within the snake’s mouth lies its most deadly asset in the form of two, hollow fangs.  Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight.  The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs.  Then it’s only a matter of moments until the poor creature is left dead by the snake’s potent toxins.  While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles.  Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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The snake gnashes out with its teeth.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":"3d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true,"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"ZaP1H91t4FzbRqR5","name":"Couatl","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":20,"min":3,"proficient":0,"mod":5,"save":5},"con":{"value":17,"min":3,"proficient":1,"mod":3,"save":5},"int":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"wis":{"value":20,"min":3,"proficient":1,"mod":5,"save":7},"cha":{"value":18,"min":3,"proficient":1,"mod":4,"save":6}},"attributes":{"ac":{"min":15,"value":19},"hp":{"value":97,"min":0,"max":97,"temp":0,"tempmax":0,"formula":"13d8 + 39"},"init":{"value":0,"bonus":0,"mod":5,"total":5,"prof":0},"prof":2,"speed":{"value":"Fly 90 ft.","special":"Walk 30 ft."},"spellcasting":"cha","spelldc":14,"spellLevel":0},"details":{"alignment":"Lawful Good","biography":{"value":"","public":""},"race":null,"type":"Celestial","environment":"Grassland","cr":4,"xp":{"value":1100},"source":"MM pg. 43","class":{},"spellLevel":4},"skills":{"acr":{"value":0,"ability":"dex","mod":5,"bonus":0,"passive":15},"ani":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"arc":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"ath":{"value":0,"ability":"str","mod":3,"bonus":0,"passive":13},"dec":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"his":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"ins":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"itm":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"inv":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"med":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"nat":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"prc":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15},"prf":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"per":{"value":0,"ability":"cha","mod":4,"bonus":0,"passive":14},"rel":{"value":0,"ability":"int","mod":4,"bonus":0,"passive":14},"slt":{"value":0,"ability":"dex","mod":5,"bonus":0,"passive":15},"ste":{"value":0,"ability":"dex","mod":5,"bonus":0,"passive":15},"sur":{"value":0,"ability":"wis","mod":5,"bonus":0,"passive":15}},"traits":{"size":"med","senses":"Truesight 120 ft.","languages":{"value":["custom"],"custom":"all, telepathy 120 ft."},"di":{"value":["psychic","custom"],"custom":"bludgeoning, piercing, and slashing from nonmagical attacks"},"dr":{"value":["radiant"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"100","max":"100"},"spell2":{"value":"6","max":"6"},"spell3":{"value":"3","max":"3"},"spell4":{"value":0,"max":0},"spell5":{"value":"3","max":"3"},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Couatl","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ZaP1H91t4FzbRqR5","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"lML63JQRxG4VQoQY","flags":{"_sheetTab":"description"},"name":"Innate Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

\n

At will: detect evil and good, detect magic, detect thoughts

\n

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

\n

1/day each: dream, greater restoration, scrying

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"zQGQ8weojMMYaQjx","flags":{},"name":"Detect Evil and Good","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"dxe0S2Q3d9tYzE7d","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"LVKrEidPWuCPkMiw","flags":{},"name":"Detect Thoughts","type":"spell","img":"systems/dnd5e/icons/spells/light-eerie-2.jpg","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"bNE25ZvSvdKsegoR","flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2Q0o3SZILV6VWXlZ","flags":{},"name":"Create Food and Water","type":"spell","img":"systems/dnd5e/icons/spells/leaf-jade-1.jpg","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"dSWyDoj8EPXyFJuz","flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"eCVIFct4fCtwSX2w","flags":{},"name":"Lesser Restoration","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-1.jpg","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"q4kiZAkIoF8osKbO","flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"JjughFfXQTXFezgU","flags":{},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CAe84N2xiYrbWJtr","flags":{},"name":"Dream","type":"spell","img":"systems/dnd5e/icons/spells/fog-magenta-3.jpg","data":{"description":{"value":"

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"f3VEj8uY8hu6O9Zp","flags":{},"name":"Greater Restoration","type":"spell","img":"systems/dnd5e/icons/spells/heal-sky-3.jpg","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

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You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"3xRJpelCP7FucSgq","flags":{"_sheetTab":"description"},"name":"Magic Weapons","type":"feat","img":"systems/dnd5e/icons/skills/violet_04.jpg","data":{"description":{"value":"

The couatl's weapon attacks are magical.

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The couatl opens its wide mouth to bite its foe.

\n
\n
\n

If it hits the target must succeed on a DC 13 Constitution saving throw or be @JournalEntry[Poisoned] for 24 hours. Until this poison ends, the target is @JournalEntry[Unconscious]. Another creature can use an action to shake the target awake.

\n
\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"fin":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"8LkzioyaScFxfst7","flags":{"_sheetTab":"description"},"name":"Constrict","type":"weapon","img":"systems/dnd5e/icons/skills/green_21.jpg","data":{"description":{"value":"

The couatl wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

\n
\n

The target is @JournalEntry[Grappled] (escape DC 15). Until this grapple ends, the target is @JournalEntry[Restrained], and the couatl can't constrict another target.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"iw2q07K1D0X01DZO","flags":{"_sheetTab":"description"},"name":"Change Shape","type":"feat","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

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The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

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The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

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The ettercap ignores movement restrictions caused by webbing.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300000},{"_id":"Aq15cIyYAyNs5M5J","flags":{"_sheetTab":"details"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/red_29.jpg","data":{"description":{"value":"

The ettercap opens its wide mouth to bite its foe.

\n
\n

If it hits the target must succeed on a DC 11 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The ettercap strikes out with its claws.

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The ettercap shoots a web at its opponent.

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The target is @JournalEntry[Restrained] by webbing. As an action, the @JournalEntry[Restrained] target can make a DC 11 Strength check, bursting the webbing on a success.

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The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

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The dragon gnashes out with its teeth.

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The dragon uses one of the following breath weapons.

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The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall @JournalEntry[Unconscious] for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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The spider opens its wide mouth to bite its foe.

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If it hits the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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The spider shoots a web at its opponent.

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The target is @JournalEntry[Restrained] by webbing. As an action, the @JournalEntry[Restrained] target can make a DC 12 Strength check, bursting the webbing on a success.

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\n
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The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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The elemental makes two slam attacks.

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The elemental swings its fists towards you!

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Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked @JournalEntry[Prone]. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked @JournalEntry[Prone]. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked @JournalEntry[Prone].

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The dragon can breathe air and water.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

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If the lich fails a saving throw, it can choose to succeed instead.

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If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

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The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

\n

Cantrips (at will): mage hand, prestidigitation, ray of frost

\n

1st level (4 slots): detect magic, magic missile, shield, thunderwave

\n

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

\n

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

\n

4th level (3 slots): blight, dimension door

\n

5th level (3 slots): cloudkill, scrying

\n

6th level (1 slot): disintegrate, globe of invulnerability

\n

7th level (1 slot): finger of death, plane shift

\n

8th level (1 slot): dominate monster, power word stun

\n

9th level (1 slot): power word kill

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"jovgEc1Szr1BcmwE","flags":{"_sheetTab":"description"},"name":"Turn Resistance","type":"feat","img":"systems/dnd5e/icons/skills/yellow_19.jpg","data":{"description":{"value":"

The lich has advantage on saving throws against any effect that turns undead.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300001},{"_id":"md2R88XviVewVHZ7","flags":{},"name":"Mage Hand","type":"spell","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"2X4CgTAbIPBjgFQO","flags":{},"name":"Prestidigitation","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"QGPKtF4G2OzHlNqU","flags":{},"name":"Ray of Frost","type":"spell","img":"systems/dnd5e/icons/spells/beam-blue-1.jpg","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"qiwP6Un6yrxht99L","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"hvfu9oPAUiMEvuEA","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"gQUsckMPVnFeTmr9","flags":{},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"xaEhnjtdqdBnaOUl","flags":{},"name":"Thunderwave","type":"spell","img":"systems/dnd5e/icons/spells/lightning-jade-1.jpg","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"NxjdjWiZS7eTwRIa","flags":{},"name":"Acid Arrow","type":"spell","img":"systems/dnd5e/icons/spells/needles-acid-2.jpg","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":""},"formula":"2d4","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"8TNrO7ot0GQB7z2X","flags":{},"name":"Detect Thoughts","type":"spell","img":"systems/dnd5e/icons/spells/light-eerie-2.jpg","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"IJWY73xnxHLB0X1q","flags":{},"name":"Invisibility","type":"spell","img":"systems/dnd5e/icons/spells/fog-sky-2.jpg","data":{"description":{"value":"

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"9ZHX3zKiCXIYQD0V","flags":{},"name":"Mirror Image","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"OHOcVXXsMBNPJnif","flags":{},"name":"Animate Dead","type":"spell","img":"systems/dnd5e/icons/spells/horror-red-2.jpg","data":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"hOefxU0CU2FF34qM","flags":{},"name":"Counterspell","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-3.jpg","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"KZHyHRdK0oOvkIY5","flags":{},"name":"Dispel Magic","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-2.jpg","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"yjyepuRtQ0U5kAHf","flags":{},"name":"Fireball","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-2.jpg","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"aWEqszxGwnrNAFSb","flags":{},"name":"Blight","type":"spell","img":"systems/dnd5e/icons/spells/rip-acid-3.jpg","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5s6Hjoyrx9BQIec0","flags":{},"name":"Dimension Door","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"FCbjVSEDFgsjHC6x","flags":{},"name":"Cloudkill","type":"spell","img":"systems/dnd5e/icons/spells/fog-acid-3.jpg","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

\n

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"XX9inquaJgHoWTWf","flags":{},"name":"Scrying","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"5KmTKaWxPkUHaXDo","flags":{},"name":"Disintegrate","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

\n

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","force"],["40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"vlG39FGre88WpKKt","flags":{},"name":"Finger of Death","type":"spell","img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","necrotic"],["30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"7l40A30ML8UOtZ6o","flags":{},"name":"Plane Shift","type":"spell","img":"systems/dnd5e/icons/spells/runes-royal-3.jpg","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":20,"scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"o6VbuMBU38dcmDYR","flags":{},"name":"Dominate Monster","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"jj9JOXj2hXdgjWRh","flags":{},"name":"Power Word Kill","type":"spell","img":"systems/dnd5e/icons/spells/rip-jade-3.jpg","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"qqpeDV6DFu5DFEn4","flags":{},"name":"Power Word Stun","type":"spell","img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":20,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"46vgsV0BeXnmcr0s","flags":{"_sheetTab":"description"},"name":"Paralyzing Touch","type":"weapon","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

The lich reaches out a hand coated in ice.

\n
\n

The target must succeed on a DC 18 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6 - @abilities.int.mod + @mod","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":100001},{"_id":"Yr5y0c2d577DRTSJ","flags":{"_sheetTab":"details"},"name":"Legendary Actions","type":"feat","img":"systems/dnd5e/icons/skills/yellow_09.jpg","data":{"description":{"value":"

The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":3,"max":3,"per":null,"type":"sr"},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":200001},{"_id":"6PwbK4d0W11LsEkf","flags":{"_sheetTab":"description"},"name":"Cantrip","type":"feat","img":"systems/dnd5e/icons/skills/violet_28.jpg","data":{"description":{"value":"

The lich casts a cantrip.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":300001},{"_id":"dJLqLsCek3uxbzuX","flags":{"_sheetTab":"details"},"name":"Paralyzing Touch (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/ice_16.jpg","data":{"description":{"value":"

The lich uses its Paralyzing Touch.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":2900001},{"_id":"Uox2GEp5GMXOOXOc","flags":{"_sheetTab":"description"},"name":"Frightening Gaze (Costs 2 Actions)","type":"feat","img":"systems/dnd5e/icons/skills/shadow_17.jpg","data":{"description":{"value":"

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become @JournalEntry[Grappled] for 1 minute. The @JournalEntry[Grappled] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

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Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

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The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The quasit has advantage on saving throws against spells and other magical effects.

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The quasit strikes out with its claws.

\n
\n

If it hits the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become @JournalEntry[Poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The quasit magically turns @JournalEntry[Invisible] until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is @JournalEntry[Invisible] with it.

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One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be @JournalEntry[Grappled] for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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The hyenas who roam the grasslands and deserts of our natural world are perhaps some of the most curious non-magical creatures to exist. Hyenas resemble a medium sized dog with a short, wide muzzle and overly long neck. Adorned with patterns of spots or stripes marking their fur, to the untrained eyes a hyena would appear to be nothing more than a wild dog; however, these curious creatures are more closely related to wildcats in their behavior with fellows. Hyenas communally groom unlike several wild dog species and display similar scent marking and mating patterns as other feliforms. These sorts of behaviors build a solid community within the hyenas’ pack, sowing tight knit bonds between the beasts.

\n

Give Us a Smile. Hyenas display a unique characteristic in their vocalizations between the pack; instead of a yowl or bark as one would expect, the hyenas instead communicate via yips, chirps, and “laughs”. Each member of the pack has its own unique “laugh” which signals to the pack both their identity and current mood. These chittering “laughs” have given the hyena (regardless of species to commoners) the moniker of The Laughing Hyena. One should instead feel caution over joy should you hear the caterwauling yips of a hyena pack in the distance. These beasts are highly intelligent and when banded together and utilizing their preferred hunting patterns they may easily overtake a large mercantile caravan.

\n

The Hungering Savagery. The hyena’s most sinister aspect is their relation to the Demon Lord of the Gnolls, Yeenoghu. Gnolls, of course, resemble massive humanoid hyenas brandishing bloody weapons and sowing destruction in their horrid wakes. Finding the hyena either useful or ironic, Gnolls will bring packs of slavering hyenas with them on raids into villages or leave the beasts (which they purposefully starve) at their dens to kill any unwary explorers. Adventurers should be observant when investigating the happenings of hyenas in an area, as if the beasts seem more ravenous than expected it may be that Yeenoghu’s minions are not far behind.

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The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The hyena savages you with a grinning jaw full of sharp canines.

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Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

\n

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

\n

Water Breathing. The octopus can breathe only underwater.

\n

Actions

\n

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is @JournalEntry[Grappled] (escape DC 16). Until this grapple ends, the target is @JournalEntry[Restrained], and the octopus can't use its tentacles on another target.

\n

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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The octopus has advantage on Dexterity (Stealth) checks made while underwater.

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The octopus can breathe only underwater.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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The octopus reaches out a long tentacle.

\n
\n

If the tentacle hits and if the target is a creature, it is @JournalEntry[Grappled](escape DC 16). Until this grapple ends, the target is @JournalEntry[Restrained], and the octopus can't use its tentacles on another target.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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The whale can't use its blindsight while @JournalEntry[Deafened].

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The whale can hold its breath for 30 minutes.

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The whale opens its wide mouth to bite its foe.

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Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world. Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes. A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents. As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field. Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard. Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep. Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting. Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The Eagle rakes at your eyes with hooked avian talons.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against spells and other magical effects.

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The imp lashes out with its stinger.

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If the sting hits, the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The imp magically turns @JournalEntry[Invisible] until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is @JournalEntry[Invisible] with it.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

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The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

\n

At will: nondetection (self only)

\n

1/day each: blindness/deafness, blur, disguise self

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For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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The gnome throws a dart.

\n
\n

If it hits the target must succeed on a DC 12 Constitution saving throw or be @JournalEntry[Poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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The insects swarm around the creature biting it from all directions at once.

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The triceratops lowers its horns and attempts to gore you.

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The triceratops raises its great foot and brings it down with thundrous force.

\n

NOTE: this attack can only be used on a JournalEntry[Prone] creature.

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A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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The armor is JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

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While the armor remains motionless, it is indistinguishable from a normal suit of armor.

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The armor makes two melee attacks.

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The armor slams itself into you!

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The hezrou has advantage on saving throws against spells and other magical effects.

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Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

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The hezrou opens its wide mouth to bite its foe.

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The hezrou strikes out with one of its claws.

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When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't @JournalEntry[Incapacitated] and can see the creature. If the saving throw fails by 5 or more, the creature is instantly @JournalEntry[Petrified]. Otherwise, a creature that fails the save begins to turn to stone and is @JournalEntry[Restrained]. The @JournalEntry[Restrained] creature must repeat the saving throw at the end of its next turn, becoming @JournalEntry[Petrified] on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

\n

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

\n

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow.

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The medusa's hair strikes at you.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be @JournalEntry[Paralyzed] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The rug is @JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall @JournalEntry[Unconscious] for 1 minute.

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While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature @JournalEntry[Grappled] by the rug takes the other half.

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While the rug remains motionless, it is indistinguishable from a normal rug.

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The Medium or smaller creature is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the target is @JournalEntry[Restrained], @JournalEntry[Blinded], and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The spider applies its dripping fangs to its helpless victim.

\n
\n

If it hits the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"2d6 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"OwNnGHVHu2XX0oPc","flags":{"_sheetTab":"description"},"name":"Web Sense","type":"feat","img":"systems/dnd5e/icons/skills/violet_14.jpg","data":{"description":{"value":"

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Will-o'-wisps were malicious creatures that appeared as torches or lanterns seen floating through swamps.

\n

The will-o'-wisp appeared to be nothing more than a hazy ball of light, colored white, blue, green, or yellow, growing as brightly as a flaming torch. As such, it was easy to mistake one for a lantern or torch, especially in the foggy marshes they dwelled in. In fact, its faintly glowing body was just a transparent ball of spongy matter around 1 foot wide and weighing around 3 pounds. Although they had no vocal organs, will-o'-wisps could vibrate to emit a ghostly sound, with which they could speak.

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As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

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The will-o'-wisp can't wear or carry anything.

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The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. it takes 5 (1d10) force damage if it ends its turn inside an object.

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The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

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The will-o'-wisp unleashes a surge of electrical energy through your body.

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The will-o'-wisp and its light magically become @JournalEntry[Invisible] until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

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Vultures are some of the most reviled birds to travel our skies. The bird’s bald, featherless head and black body plumage lend it a sinister facade. The vulture’s outer appearance along with its penchant to scavenge carrion for sustenance has settled the bird squarely into the designation of “evil” in the eyes of many common-folk. The bird’s connection with death, as the vulture will circle a dead or dying creature from high above, also adds to the revulsion felt towards this markedly important creature.

\n

By Committee. Vultures congregate in groups called “committees” or “wakes” on whether or not they are feasting together respectively. These groups squabble for scraps of meat, ripping away rotting flesh from a carcass with their sharp and powerful beaks. It is not uncommon for fights to break out between the hungry birds. Due to their desire to scavenge dead flesh, vultures play a vital role in our ecosystem, as they act as vital decomposers in landscapes where insects or fungi may not exist as readily. Be on the lookout for vultures in your travels, as they can be the sign of nature at work or perhaps something more sinister beneath the talons of this bird.

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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The vulture pecks at you hungrily with a scavenging and greedy beak.

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Following from our studies of the eagle comes to the smaller yet no less deadly hawk. Another bird of prey, the hawk may be differentiated from eagle species by its smaller frame. Hawks on average weigh no more than eight pounds and have a wingspan of only five feet. These miniscule raptors bear dark brown to deep red plumage unlike the eagle’s most common golden hue. Several species of these birds of prey have been observed employing different tactics in their hunting patterns as well; while the mighty eagle soars down from on high and lifts its prey off into the air with it, hawks prefer to lurk in the cover of trees, waiting for the opportune time to swoop in and surprise their prey from the shadows. Due to their keen eyesight as well as their smaller profile, hawks have been utilized as messenger birds by desert cultures for centuries. Clever and loyal, the hawk may be an option for the adventurer who prefers a raptor who enjoys the cover of shadows and stealth to aid them in their hunts.

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The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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The Hawk rakes at your eyes with hooked avian talons.

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Languages -

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Challenge 1/2 (100 XP)

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Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

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Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Actions

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Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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The ooze can move through a space as narrow as 1 inch wide without squeezing.

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The hideous puddle of congealed slime whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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If the pseudopod hits and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The gladiator has advantage on saving throws against being @JournalEntry[Frightened].

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator makes three melee attacks or two ranged attacks.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

\n

NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Brute\" feature.

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The gladiator lashes out with its shield.

\n
\n

If it hits and if the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone].

\n
\n

NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Brute\" feature.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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\n

Author’s Note:  Please see below the entry for “Raven” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight.  The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects.  However, something truly special lurks behind the dark abyss of this bird’s eyes.  Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry.  Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly.  From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom.  Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless!  You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku.  Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them.  Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

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The ravens snap at you from all directions.

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The darkmantle can't use its @JournalEntry[Blindsight] while @JournalEntry[Deafened].

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While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

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The darkmantel swoops down onto its targets head.

\n
\n

If the attack hits the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also @JournalEntry[Blinded] and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":"","price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"qzSE2ZiVMLKsWF4F","flags":{},"name":"Darkness Aura","type":"feat","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

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Amphibious. The toad can breathe air and water.

\n

Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

\n

Actions

\n

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the target is @JournalEntry[Restrained], and the toad can't bite another target.

\n

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

\n

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The toad can breathe air and water.

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The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

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The toad opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 13). Until this grapple ends, the target is @JournalEntry[Restrained], and the toad can't bite another target.

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The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

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Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

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The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is @JournalEntry[Grappled] (escape DC 14), and the shambling mound uses its Engulf on it.

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The mound swings its fists towards you!

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The shambling mound engulfs a Medium or smaller creature @JournalEntry[Grappled] by it. The engulfed target is @JournalEntry[Blinded], @JournalEntry[Restrained], and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

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Stirges are foul little nasties who lurk deep within caverns and catacombs. Stirges resemble nothing more than a slightly oversized bat crossed with a mosquito; however, upon closer inspection the Stirge reveals much more. Coated in greasy, pink flesh (save for a small tufted mane of white fur about its head and neck) the Stirge is equipped with a pair of small, bat-like wings made of stretched flesh between struts of thin bone. The skin here at the wing is so thin that light may easily shine through the beast's wings revealing the tiny vesicles within. Stirges also possess a set of six, spindly legs above their pig-like tail. Each leg is tipped with a set of hooked claws which allows the fiend to grip into the flesh of its prey and hang on should a struggle ensue. However, there is one more feature that makes the Stirge truly repugnant.

\n

What's Your Type? Stirges are notable for their ravenous desire to consume the blood of living organisms. These beasts accomplish this foul act with aid from the needle-sharp proboscis waiting at the end of its oversized snout. Gifted with the ability of flight, the Stirge dives down upon an unsuspecting enemy and clamps onto their body with the aid of their barbed claws. The Stirge then drives its proboscis into their victim's flesh, sucking out ounce after ounce of warm blood. Only when the Stirge is sufficiently sated (or battered away) will it release its victim to flee into the darkness where it may digest its liquid lunch. Act fast if Stirges are in the area, lest a swarm of them suck you dry before you have time to react.

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The stirge swoops down, pricking its target with its mouth and starts to suck blood.

\n
\n

If the attack hits the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

\n

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

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The rhythmic rustle of leaves, knotted roots dragging through the undergrowth, and vacant holes left in the earth are all signs of this fascinating little creature. These formerly average forest plants are gifted with mild sentience by the natural spellwork of a most-powerful druid who has cast the Awaken spell to birth an Awakened Shrub.

\n

The shrub itself, having negligible will of its own, then remains @JournalEntry[Charmed] to the spellcaster for thirty days, during which, the Awakened Shrub serves at the whim of the druid. The leafy automaton is also given the ability to move independently by the spellwork cast upon it. Using their roots and branches to propel themselves across the forest floor, the shrubs are left to roam clumsily throughout the druid's selected domain.

\n

Druid’s Little Helper. While any mage proficient enough in the arcane to produce an Awaken spell may pull these shrubs into sudden life, it is the druids of the woods who most commonly utilize the ability. A unique feature of the Awakened Shrub is its indistinguishability between itself and an average shrub when it stands completely still. The ability to camouflage themselves so thoroughly allows the Awakened Shrubs to act as sentires for a more secretive druid’s hideaway.

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As recommended to me by a friend of the forest: be advised to utilize the shrubs in small groups as to simply overwhelm any nosey intruders. Strength in numbers is key for these simplistic shrubs as they may be easily dispatched if singled out. As the magic within the shrub allows the shrubs to speak a language known to their creator, Awakened Shrubs may also be programmed with a warning message and avoid conflict altogether. The shrubs, however, are quite inept when it comes to the completion of even the most simplistic tasks, so utilizing them in a “living alarm” capacity may be the wisest choice.

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The griffon has advantage on Wisdom (Perception) checks that rely on sight.

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The griffon makes two attacks: one with its beak and one with its claws.

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The griffon snaps at you with its crimson beak.

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The griffon strikes out with its claws.

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Who amongst our population could deny their lives have not been positively affected by the domesticated house cat. The cat proves time and time again to be a prized companion whether they are keeping your property free of unwanted pests or cuddling up upon their master’s lap for a cozy night within the study. Found in a number of varieties from the pure black short-haired cats associated with ill omens to the fluffy coated and absurdly flat-faced cats of the frozen north, there appears to be limitless breeds to select from. (Author’s Note: I have recently heard rumor of a cat which produces no hair, requiring its master to simply stroke its flesh without pleasant barriers. More evidence forthcoming of this unfounded discovery). However, our feline compatriots have much more to offer when looked at under the shrewd eye of the adventurer!

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Purrfect Pals. Be it at the side of the elder potion-maker tucked safely away in their shop or out with the upstart young ranger braving the rolling fields of the hinterlands, cats are found dotted all across our marvelous land. Compact and light in weight, these agile little hunters fit perfectly atop one’s shoulder or nestled within a wagon’s goods. Cats provide useful utility to the crafty conjurer who binds their familiar to such a form as well; with honed claws able to retract in a lighting’s flash back into their paws the cat makes for a deadly hunter against smaller beasts. Cats also have a flexible spine allowing them to squeeze into difficult to reach places should you coax them adequately or even survive a perilous fall. Researchers have discovered that cats seem to have the uncanny ability to land upon their feet regardless of the angle at which they are dropped; surely this is an astonishing advantage over other less agile creatures! Deathly quiet (unless they prefer to pester their master for tasty morsels with a noisome yowl) a cat is an adequate infiltrator should one prefer to observe their surroundings from a safer distance through this familiar’s eyes. Be they conjured or corporeal, it is this author’s opinion that the common cat is a companion of quality and should be considered when seeking the appropriate animal ally.

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The cat has advantage on Wisdom (Perception) checks that rely on smell.

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The cat swipes at you lazily with a clawed paw.

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The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

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If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone].

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The elk rears up and brings its weight down onto its @JournalEntry[Prone] target.

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The elk lowers its head and barrels forward into its target.

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The dragon can breathe air and water.

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The dragon uses one of the following breath weapons.

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The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

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The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

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The bear makes two attacks: one with its bite and one with its claws.

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The bear opens its wide mouth to bite its foe.

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The bear strikes out with its claws.

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The lion has advantage on Wisdom (Perception) checks that rely on smell.

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The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the lion can make one bite attack against it as a bonus action.

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With a 10-foot running start, the lion can long jump up to 25 feet.

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The lion opens its wide mouth to bite its foe.

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The lion strikes out with its claws.

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If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't @JournalEntry[Incapacitated]. On a failed save, the creature magically begins to turn to stone and is @JournalEntry[Restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @JournalEntry[Petrified] until freed by the greater restoration spell or other magic.

\n

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

\n

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

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The basilisk opens its wide mouth to bite its foe.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being @JournalEntry[Charmed] or @JournalEntry[Paralyzed].

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While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

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A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

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This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

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The duergar magically turns @JournalEntry[Invisible] until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is @JournalEntry[Invisible] with it.

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If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the elephant can make one stomp attack against it as a bonus action.

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The elephant lowers its horns and attempts to gore you.

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The elephant raises its great foot and brings it down with thundrous force.

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NOTE: this attack can only be used on a JournalEntry[Prone] creature.

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\n
\n

Bathing your very own Blink Dog comes with a set of challenges all its own.  Often it is simply better to let the beast care for its own hygiene (circumstances allowing) as your precious pooch will likely blink off to the nearest mud puddle as soon as you’ve finished cleaning them.
Caring for your Blink Dog, pg. 46.

\n
\n

Blink Dogs are a notable curiosity amongst the common canine species.  On the outside, the hound appears to be quite similar to many a hunting mutt: a tannish, yellow complexion of the fur, average in size (standing anywhere from two and a half to three feet in height) and no markings or traits rendering it particularly unique.  However, the secret of this dog lies within.  The Blink Dog possesses an uncanny ability to “blink” or teleport at will from location to location in a flash.  In a similar vein to the spells utilized by mages to transport themselves across distances in a flash, the Blink Dog tears through the fabric of our reality, vanishes instantaneously and appears up to forty feet away from its original location.  The Blink Dog is unable to carry living things along with it, however any equipment or objects the hound currently holds will be transported.  Blink Dogs have an above average intelligence in comparison to other canines and are able to speak their own language, called “Blink Dog”, to others of their kind.  What these discussions entail is a mystery, though it is speculated that often the packs of dogs will discuss their intense hatred for other ethereal quadrupeds as they are known to attack the beasts on sight.

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The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The dog growls as it sinks its teeth into its target.

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The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

\n

Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

\n

Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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The otyugh opens its wide mouth to bite its foe.

\n
\n

If it hits and if the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become @JournalEntry[Poisoned] until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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The otyugh slams creatures @JournalEntry[Grappled] by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be @JournalEntry[Stunned] until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't @JournalEntry[Stunned].

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The otyugh reaches out a long tentacle.

\n
\n

If it hits and if the target is Medium or smaller, it is @JournalEntry[Grappled] (escape DC 14) and @JournalEntry[Restrained] until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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The chimera opens its wide mouth to bite its foe.

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 Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

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The chimera strikes out with its claws.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

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Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

\n

Actions

\n

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

\n

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

\n

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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\n

The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

\n\n

 

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The dretch makes two attacks: one with its bite and one with its claws.

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The dretch licks its lips before trying to get a piece of you past them.

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The dretch lunges out with its sharp claws.

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A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. While @JournalEntry[Poisoned] in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

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Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

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If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The boar waves its tusks around.

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A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

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As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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The spider opens its wide mouth to bite its foe.

\n
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If it hits, the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

\n

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

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Actions

\n

Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

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Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

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Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

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Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

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The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

\n

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

\n

1st level (4 slots): detect magic, mage armor, magic missile, shield

\n

2nd level (3 slots): misty step, suggestion

\n

3rd level (3 slots): counterspell, fireball, fly

\n

4th level (3 slots): greater invisibility, ice storm

\n

5th level (1 slot): cone of cold

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You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"ubZj9XlltjcTAzja","flags":{"_sheetTab":"details"},"name":"Mage Armor","type":"spell","img":"systems/dnd5e/icons/spells/protect-blue-1.jpg","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"gKRi9Yu14HeACqSq","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"JZqZeMR3KcCL7opH","flags":{},"name":"Shield","type":"spell","img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"kZEpBou0dxWj6Xum","flags":{},"name":"Misty Step","type":"spell","img":"systems/dnd5e/icons/spells/wind-grasp-air-1.jpg","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"QREOzX3l871IOD4Z","flags":{},"name":"Suggestion","type":"spell","img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"JiDcPQSp4omiK3AZ","flags":{},"name":"Counterspell","type":"spell","img":"systems/dnd5e/icons/spells/slice-orange-3.jpg","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"oT4dQG28IiZwRPtZ","flags":{},"name":"Fireball","type":"spell","img":"systems/dnd5e/icons/spells/fireball-red-2.jpg","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"CIztTr0GrIAh4mAg","flags":{},"name":"Fly","type":"spell","img":"systems/dnd5e/icons/spells/link-spirit-1.jpg","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"3wGcLaOj0ucT34UU","flags":{},"name":"Greater Invisibility","type":"spell","img":"systems/dnd5e/icons/spells/fog-water-air-3.jpg","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6zDAFf7Lb0w56TxT","flags":{},"name":"Ice Storm","type":"spell","img":"systems/dnd5e/icons/spells/ice-blue-3.jpg","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"mIgDmXFkJaMEvtVt","flags":{},"name":"Cone of Cold","type":"spell","img":"systems/dnd5e/icons/spells/ice-blue-3.jpg","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Yuiuiv3YDVAZngbU","flags":{},"name":"Dagger","type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.jpg","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} -{"_id":"mWbrPhcKOz6oLXMV","name":"Doppelganger","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"con":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":14,"min":3,"proficient":0,"mod":2,"save":2}},"attributes":{"ac":{"min":14,"value":14},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"8d8 + 16"},"init":{"value":0,"bonus":0,"mod":4,"total":4,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral","biography":{"value":"","public":""},"race":null,"type":"Monstrosity (shapechanger)","environment":"Underdark","cr":3,"xp":{"value":700},"source":"MM pg. 82","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":2,"ability":"cha","mod":6,"bonus":0,"passive":16},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":1,"ability":"wis","mod":3,"bonus":0,"passive":13},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"per":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"slt":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14},"ste":{"value":0,"ability":"dex","mod":4,"bonus":0,"passive":14},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"med","senses":"Darkvision 60 ft.","languages":{"value":["common"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed"],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Doppelganger","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"mWbrPhcKOz6oLXMV","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"kCfOMnoD3eWBKZw1","flags":{"_sheetTab":"description"},"name":"Shapechanger","type":"feat","img":"systems/dnd5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

","chat":"","unidentified":""},"source":null,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"Cp2MgsVDDSRiF2aj","flags":{"_sheetTab":"description"},"name":"Ambusher","type":"feat","img":"systems/dnd5e/icons/skills/green_18.jpg","data":{"description":{"value":"

In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

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If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

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The doppelganger makes two melee attacks.

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The doppelganger swings its fists towards you!

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The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

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Bandits of our humble world come in a variety of shapes and sizes; be they a halfling pickpocket or the swarthy Dragonborn sea-captain plundering unfortunate vessels. Here we will view the commonalities of what would be considered the “bandit” class of criminal. Be advised while reviewing this information that not all bandits should be viewed with a scornful eye. While many seek harm or riches from their quarry, others thieve to survive in a world most unfair.

\n

The Good. We begin with those bandits who could be seen as “noble criminals”. These bandits consist of the most downtrodden of our nations, those citizens who have struggled through poverty and oppression to scrape out a meager existence clinging to any comfort they can grasp. Consider what would drive a person to commit something so desperate as robbery or open theft in a village street. Bandits of a nobler sort may still be selfish with their earnings, taking what they have stolen to enrich their own lives or those of immediate relations. There are some bandits, however, who seek to use their pilfered goods to improve the lives of the poorer community. Be aware that often these bandits are desperate and afraid, especially during the act of robbery. They are scared, driven to crime by poor circumstances, so they may not require violence to disperse as more often than not they will not physically harm their victims. Keep an open mind as you travel through the world young adventurer and remember that were the tables turned, you may wish for mercy for such a minor infraction.

\n

The Bad and Ugly. For every good-hearted soul stealing from those with too much and giving to the unfortunate, there is a truly villainous spirit lurking behind the brush of a nearby road, lying in wait for an unsuspecting victim. During your travels, adventurer, these sorts may be the most common instances of banditry you will experience. Armed with swords, clubs, and bows, the more nefarious of the bandit world prefer to ambush their prey from the shadows of hills and trees, catching traveling parties unaware. These treacherous thieves will attempt diversion and trickery in order to catch their quarry off guard should their crew be outnumbered. Bandits have no boundaries of borders or locale, so caution should be taken whether you walk upon a forested road or sail the high seas as you island hop for fame. Danger lurks in every corner of our world adventurer, be prepared and discerning should you encounter a party of brigands lest your career end well before your legend is written.

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This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

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A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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Beholden to a culture and leadership all their own, tribal warriors shirk the trappings of governments and laws in preference of following powerful chieftains, ravaging warlords, or tight-knit tribal collectives banded together for mutual benefit. Tribal warriors act not like the guards of the city gates; rather, they function on hierarchies of honor, physical prowess, and in the legacy of deeds won in battle. Equipped with simple weapons such as spears, shortswords, or blunt maces the tribal warrior thrives within the heat of a battle, relishing in the decimation of their enemies. Theirs is a world of power struggles played upon the field of war rather than behind the closed doors of a council chamber. While one on one fights may be availed to combatants who prove themselves a worthy challenge, the tribal warrior is often not far from their allies. Utilizing simple combat techniques to pincer or route adversaries, the tribal warrior is no stranger to guerilla combat. Should you enter a tribe's hard won territory it will be likely that the tribe was alerted miles ahead of your approach to their borders. Be cautious, be wise, and keep an eye upon the rustling trees of the roadways should you stray into a land most unfamiliar. Tribal warriors respect honor and might, should you show them both then bloodshed of a greater order may be quickly avoided.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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\n

The first time you see those hollow sockets staring back at you with some semblance of thought inside the skull, I advise to quash any feelings of accomplishment.  The skeletal servant you have raised is little more than a brainless husk.  Without proper, and I mean proper, instruction, the bones in front of you might as well have remained dusty upon the floor.  Explain the orders carefully and lay out the steps of your new servant’s tasks with exceeding care.  Also, should you catch your skeletal friend partaking in the activities of their former life, do not scold them.  The mundane routine of chopping wood or swinging a hammer can allow for more malleable servants as time continues.
The Book of Dark Servants, Vol III.

\n
\n

Skeletons are beings raised into undeath by the will of necromantic magic.  The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death.  Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives.  The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments.  With its second life, the skeleton acts as a semi-mindless creature serving its master’s will.

\n

Spooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge.  Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations.  The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master.  Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives.  One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake.  Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells.  Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.

\n
\n

Author’s Note: Not all skeletal adversaries in an adventurer’s journey will be humanoid.  Be wary, as significant magics can summon back more powerful skeletal monsters.

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Ragged light armor. It seems to have decayed to the point of not providing much protection.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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This two handed bow is somewhat smaller than the tranditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the gorgon can make one attack with its hooves against it as a bonus action.

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The gorgon rears up and brings its weight down onto its target.

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The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is @JournalEntry[Restrained]. The @JournalEntry[Restrained] target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is @JournalEntry[Petrified] until freed by the greater restoration spell or other magic.

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The gorgon lowers its horns and attempts to gore you.

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The dragon can breathe air and water.

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The dragon opens its wide mouth to bite its foe.

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The dragon uses one of the following breath weapons.

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The dragon exhales fire in an 15-foot cone that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

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The elemental slams into you.

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Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the target is @JournalEntry[Restrained] and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target @JournalEntry[Grappled] by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

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\n

There was a rumor, started by some Svirfneblin culture centuries ago, which stated a swarm of hungry quippers could devour an entire horse in under a minute. No one has yet volunteered to sacrifice their beast to the swarm to test this boast to date.
- A note on my studies in the Underdark.

\n
\n

The Quipper is a variety of carnivorous fish found in almost any body of water regardless of location. Approximately the size of an adult human’s fist, these tiny beasts are ravenous when they sense any scrap of food is nearby. The quipper’s jaw is lined with a jagged row of dagger-sharp teeth which they use to strip flesh from bones at lightning speed. The quipper’s ability to see even within the darkness of a frigid cavern lake makes them extremely deadly to the unwary traveler who takes an accidental plunge into the darkened waters. Though it is not entirely unheard of to see quippers on their own it is far more common that they travel in swirling swarms. These clouds of razor-toothed fish can sense blood in the water from great distances, able to sniff a single drop of the life giving fluid in over 200 liters of water. I suggest that any adventurer steer well clear of any water they are not certain is free of quippers.

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The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The quipper can breathe only underwater.

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The tiny quipper bites you ferociously with a mouth full of hundreds of tiny needles.

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When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

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The hyena lunges out with its teeth.

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The stalker is @JournalEntry[Invisible].

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The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

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The stalker makes two slam attacks.

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The stalker swings its fists towards you!

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Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor. Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot! Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!

\n
\n

- Merchant Lord Ellemond Doughty.

\n

The common forest dwelling badger is a creature of ingenuity and sheer determination. This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow. The badger’s coat is decked in marvelous black and white stripes running the length of its body. With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution. Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them. As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense. The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation. A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor. These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators. It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The tenacious badger gnashes with a small vice-like jaw.

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The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In bear and hybrid form the AC is 11.

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The werebear has advantage on Wisdom (Perception) checks that rely on smell.

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In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

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The werebear opens its wide mouth to bite its foe.

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If it hits and if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

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The werebear strikes out with its claws.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

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Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

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Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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The lizard snaps its jaws forward.

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If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @JournalEntry[Prone].

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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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The minotaur lowers its horns and attempts to gore you.

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Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures. Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals. A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself. Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur. Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth. Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

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Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures. Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals. A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself. Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur. Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth. Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon strikes out with one of its claws.

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The dragon uses one of the following breath weapons.

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The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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Ropers are underworld hunters and ambushers which have evolved to assume the appearance of stalagmites or other rock formations. Ropers wait for living creatures to draw near before lashing out with extruding tendrils which ensnare the target and sap its strength. The roper will draw its prey into a large fanged maw to slowly consume.

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While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

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The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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The Roper attempts to slowly devour you with row upon row of jagged teeth nestled within a gaping maw.

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The roper lashes you with a whipping tendril which flexes with unnatural strength.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 15). Until the grapple ends, the target is @JournalEntry[Restrained] and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

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The roper pulls each creature @JournalEntry[Grappled] by it up to 25 feet straight toward it.

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Bats are a common fixture within the secluded forests and lightless caverns of our world. Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness. This alone makes them a prized choice for a summoned familiar. Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight! Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp. What makes these creatures truly unique is their ability to navigate in the pitch black of night. The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath. The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes. It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while @JournalEntry[Deafened].

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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The tiny bat gnashes towards you with twin tiny fangs.

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Oh adventurer, were I able to precisely list every nature of cultists here for you, this tome would certainly span multitudinous volumes. Cultists, as their name describes, are those members of a secret underground society (or cult) whom very often practice a dark and unholy religion with their fellows. Beware adventurer! Not every cult is simply based around religious pretexts, there are those who seek political movements, those who are power hungry, and those who deign to meddle with forces our histories have lost long ago. Let me describe for you the very basics of common cult activity.

\n

Friends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The cultist has advantage on saving throws against being @JournalEntry[Charmed] or @JournalEntry[Frightened].

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In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

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More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

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The wight reaches out its lifeless hand.

\n
\n

The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

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The horse rears up and brings its weight down onto; its target.

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The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

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The elemental deals double damage to objects and structures.

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The elemental makes two slam attacks.

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The elemental swings its fists towards you!

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At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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The devil strikes out with one of its claws.

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The devil swings its tail around.

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The devil conjures a ball of fire and throws it.

\n
\n

If it hits and if the target is a flammable object that isn't being worn or carried, it also catches fire.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6 - @abilities.cha.mod + @mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":200001}]} -{"_id":"saq6WM959pKHuaqP","name":"Green Hag","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":18,"min":3,"proficient":0,"mod":4,"save":4},"dex":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"con":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"int":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"cha":{"value":14,"min":3,"proficient":0,"mod":2,"save":2}},"attributes":{"ac":{"min":11,"value":17},"hp":{"value":82,"min":0,"max":82,"temp":0,"tempmax":0,"formula":"11d8 + 33"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"cha","spelldc":12,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"","public":""},"race":null,"type":"Fey","environment":"Forest","cr":3,"xp":{"value":700},"source":"MM pg. 177","class":{},"spellLevel":3},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":1,"ability":"int","mod":3,"bonus":0,"passive":13},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14},"dec":{"value":1,"ability":"cha","mod":4,"bonus":0,"passive":14},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"med":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"prc":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"per":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11},"ste":{"value":1,"ability":"dex","mod":3,"bonus":0,"passive":13},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"Darkvision 60 ft.","languages":{"value":["common","draconic","sylvan"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":2000000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Green Hag","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"saq6WM959pKHuaqP","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"o6rwSNM6ZrzbKHtS","flags":{"_sheetTab":"description"},"name":"Amphibious","type":"feat","img":"systems/dnd5e/icons/skills/emerald_05.jpg","data":{"description":{"value":"

The hag can breathe air and water.

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The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

\n

At will: dancing lights, minor illusion, vicious mockery

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"bnn5FtL0QXRDJHeV","flags":{},"name":"Minor Illusion","type":"spell","img":"systems/dnd5e/icons/skills/shadow_12.jpg","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"int","dc":12,"scaling":"spell"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"qBxbNPknOe4m9XVe","flags":{},"name":"Vicious Mockery","type":"spell","img":"systems/dnd5e/icons/skills/affliction_24.jpg","data":{"description":{"value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":12,"scaling":"spell"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"TJkF8AWL5rJHkhc3","flags":{"_sheetTab":"description"},"name":"Mimicry","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag strikes out with her claws.

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The hag magically turns @JournalEntry[Invisible] until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While @JournalEntry[Invisible], she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is @JournalEntry[Invisible] with her.

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The shark can breathe only underwater.

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The shark opens its wide mouth to bite its foe.

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The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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The grick reaches out a tentacle.

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The grick snaps at you with its crimson beak.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the tiger can make one bite attack against it as a bonus action.

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The tiger opens its wide mouth to bite its foe.

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The tiger strikes out with its claws.

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Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

\n

","public":""},"race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"xp":{"value":450},"source":"MM pg. 345","class":{},"spellLevel":2},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":1,"ability":"cha","mod":4,"bonus":0,"passive":14},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12},"per":{"value":1,"ability":"cha","mod":4,"bonus":0,"passive":14},"rel":{"value":1,"ability":"int","mod":2,"bonus":0,"passive":12},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11}},"traits":{"size":"med","senses":"","languages":{"value":["custom"],"custom":"any one language (usually Common)"},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"0","max":"0"},"spell2":{"value":"0","max":"0"},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"bonuses":{"mwak":"","rwak":"","msak":"","rsak":"","damage":"","abilityCheck":"","abilitySave":"","skillCheck":""},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":300000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cult Fanatic","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"tYfQIxCJT0WaaKmc","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vTb2KSllrajm88Ni","flags":{},"name":"Leather Armor","type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The fanatic has advantage on saving throws against being @JournalEntry[Charmed] or @JournalEntry[Frightened].

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The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): command, inflict wounds, shield of faith

\n

2nd level (3 slots): hold person, spiritual weapon

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"6gdrsDerIEH5YGOT","flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"OEwZcZzFfpuTr7Gn","flags":{},"name":"Command","type":"spell","img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"Y2uSsWTMZZX7aayl","flags":{},"name":"Inflict Wounds","type":"spell","img":"systems/dnd5e/icons/spells/rip-jade-2.jpg","data":{"description":{"value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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The fanatic makes two melee attacks

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A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

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\n

Avernus, the realm of fire and blood, revealed itself to me in a wave of heat and the wails of the unfortunate. As I peered into the first circle of the Nine Hells I did spy the quarry of my search with relative ease, The Maggot Pit. Here, deep within the valley of a parched and cracking mountain range lay a pit perhaps a mile in diameter, flanked all around by devilish guards. Within the milky pit writhed millions of ghostly pale worms, biting and squirming beneath their fellows. It was here that the lowly devils did bring up cart after cart piled high with the wretched and weakened souls of the pitiful dead, who were unceremoniously prodded to the edge of the pit and thrown within the writhing “waters” below. The sight of the lamentable being that emerged from that pool haunts my visions to this very day… 
- Alaband the Curious, Mage in the Circle of the Constellar.

\n
\n

Wretched and foul, the Lemure is perhaps the weakest being to emerge shrieking from the Nine Hells into our plane of existence. Lemures resemble nothing more than a living ooze which has attempted to take the form of something vaguely humanoid. A malformed head with humanoid features sits atop the puddle of a creature, its pink and rotting flesh slithering beneath two stunted arms. Only able to cry out incoherently, the Lemure acts at the whim of its infernal masters, reduced in this form to a babbling fool. These creatures are the first troops sent through to another plane as the infantry in a never ending war which the Archdevils of the Nine Hells wage upon their foes. Though the Lemure has nearly no will of its own, the creature does have the strength to return to life should it be killed within its home of the Nine Hells. Be sure to pack a fair portion of holy water or utilize a Bless incantation should you slay on of these beasts in the realm of the devils, lest it only return to life within the Maggot Pit a few days after its demise.

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Magical darkness doesn't impede the lemure's darkvision.

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A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

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The grotesque Lemure swipes at you with a fleshy fist.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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The dragon makes three attacks: one with its bite and two with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

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The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

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When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

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Generic claws attack. Fill in details.

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While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

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The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

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You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

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Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Actions

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Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

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Reactions

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Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

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The jelly can move through a space as narrow as 1 inch wide without squeezing.

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The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The jelly whips an elongated pseudopod of forceful ooze towards you dripping with corrosive acid.

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When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

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If the minotaur skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @JournalEntry[Prone].

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This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

\n

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":"30","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"osodTjNeBUbweBSd","flags":{"_sheetTab":"description"},"name":"Gore","type":"weapon","img":"systems/dnd5e/icons/skills/beast_02.jpg","data":{"description":{"value":"

The minotaur skeleton lowers its horns and attempts to gore you.

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The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

\n

At will: detect magic, magic missile

\n

2/day each: plane shift (self only), ray of enfeeblement, sleep

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":100001},{"_id":"rRT4rt1Nlfluj0mt","flags":{},"name":"Detect Magic","type":"spell","img":"systems/dnd5e/icons/spells/light-blue-2.jpg","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"9lPXTDWpyq7hq6WC","flags":{},"name":"Magic Missile","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4+1"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"9Gf1hal94HjuAHMN","flags":{"_sheetTab":"description"},"name":"Plane Shift","type":"spell","img":"systems/dnd5e/icons/spells/runes-royal-3.jpg","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"rcgnaOciUJHj34Mi","flags":{},"name":"Ray of Enfeeblement","type":"spell","img":"systems/dnd5e/icons/spells/beam-jade-2.jpg","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"PH7UXgDUQLHXIhsf","flags":{},"name":"Sleep","type":"spell","img":"systems/dnd5e/icons/spells/light-magenta-1.jpg","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"_id":"RLByZa18tuw5IfUi","flags":{},"name":"Magic Resistance","type":"feat","img":"systems/dnd5e/icons/skills/blue_18.jpg","data":{"description":{"value":"

The hag has advantage on saving throws against spells and other magical effects.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}},"sort":700001},{"_id":"7k0MZldFAnJ6K73P","flags":{"_sheetTab":"details"},"name":"Claws (Hag Form Only)","type":"weapon","img":"systems/dnd5e/icons/skills/red_31.jpg","data":{"description":{"value":"

The hag strikes out with its claws.

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The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

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The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

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While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

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Ah the domestic goat, both the shepard’s best friend and mortal enemy. Hailing from roots similar to antelope and sheep, the goat has become a mainstay in the world of domesticated farm animals. Goats resemble something of a shorn sheep with thick, bristle-like fur and small hooves adorning their nimble feet. Atop the goat’s head rests a set of hard horns which, depending upon the species, can vary from short and knobby to long curled protrusions. The goats use their horns for both defense and contests of strength between fellow males (or billies) during spectacular ramming matches. The clattering of mountain goats’ horns can be heard clearly throughout the valley towns during the creature’s mating seasons.

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Of Evil and Garbage. Goats can be called nothing if not resourceful when it comes to what they choose to ingest. Goats will typically feed upon grass and weeds found in their favored open fields; however, several shepherds have noted their goats eating such objects as iron nails, bits of discarded clothing, and even the wheels of a wagon! The image of a goat has also been co opted by some of the more nefarious of our realm as a symbol of evil to represent various foul cults. Perhaps it is the goat’s sinister horizontal pupil that elicits fear in onlookers or their common use by some cultures as a ritualistic sacrifice that drives the cults to utilize their visage. No matter the cause, goats continue to be an integral though stubborn part of our everyday lives as their meat, milk, and utility in flocks makes them a hardy domesticated creature.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked @JournalEntry[Prone].

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it @JournalEntry[Prone].

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The goat charges forward to stubbornly ram its head directly into you.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't @JournalEntry[Incapacitated].

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The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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The wolf opens its wide mouth to bite its foe.

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If it hits and if the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone].

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

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Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

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The salamander makes two attacks: one with its spear and one with its tail.

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The salamander swings its tail around.

\n
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If it hits the target is @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the target is @JournalEntry[Restrained], the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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NOTE: the stats of this weapon have changed reflecting it being wielded by a creature with the \"Heated Weapons\" feature.

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Original: Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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Wolves are the largest of the wild dog species roaming the plains and forests of our wonderful world.  Anywhere from light brown to a midnight black in coloration, wolves stand as the common ancestor to all natural dog species currently inhabiting the planet.  Wolves have a long, broad muzzle filled with sharp teeth, a thick coat to insulate them from difficult winters, and keen eyes and ears with which they may track a target.  The most amazing aspect of the wolf is its incredible nose which can smell prey from up to one and a half miles away.  This amazing nose (packed with hundreds of millions of scent receptors) can also determine the mood of other wolves, what they’ve eaten, and even where they’ve been..

\n

The Wolves Among Us. As is common with many other dog species, wolves live in communities called packs.  WIthin the pack, wolves hunt together, raise their young together, and provide group protection.  When encountering wolves, be wary should you only spy a single animal prowling the area.  It’s quite likely where there is a straggler wolf, the rest of the pack lurks nearby ready to defend their family from attack.  Wolves, which unable to speak, are able to “communicate” via barks and growls as well as follow simplistic tactics such as flanking maneuvers or surprise attacks.  The strength of the pack allows for the wolves to combine their intelligence and form a deadly fighting force of gnashing teeth.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The wolf strikes with its fangs.

\n
\n

If the bite hits and the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

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The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

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A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

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The guardian makes two fist attacks.

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The guardian lunges out with one of its fists.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

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The swarm can breathe only underwater.

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The swarm gnashes out with dozens of tiny mouths.

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The swarm uses its alternate attack (for half damage) when its hp drops below half.

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The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

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If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the weretiger can make one bite attack against it as a bonus action.

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The weretiger opens its wide mouth to bite its foe.

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If it hits and if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

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The weretiger strikes out with its claws.

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This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The owlbear makes two attacks: one with its beak and one with its claws.

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The owlbear snaps at you with its crimson beak.

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The owlbear strikes out with its claws.

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The dragon opens its wide mouth to bite its foe.

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The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

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The vampire makes two attacks, only one of which can be a bite attack.

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The vampire has the following flaws:

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Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

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Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

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Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is JournalEntry[Incapacitated] in its resting place.

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Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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The Vampire Spawn slashes at you wildly with elongated claws which extrude from its lithe fingers.

\n
\n

Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"_id":"t62EsEOmkClxEyHt","flags":{"_sheetTab":"description"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/beast_02.jpg","data":{"description":{"value":"

The Vampire bites one willing creature, or a creature that is @JournalEntry[Grappled] by the vampire, @JournalEntry[Incapacitated], or @JournalEntry[Restrained].

\n
\n

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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Slicers used specialized computers and scramble keys, many built by the slicers themselves, to eke out a living in the digital world. These computers were carefully guarded and constantly modified and upgraded by the slicer, who rarely discussed its specs except with like-minded individuals. Complex access codes and even self-destruct mechanisms were often used to prevent a slicer’s computer from falling into the wrong hands. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to hack into computers or bypass security.

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Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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A utility vest is a sleeveless item of clothing that includes several evenly-distributed pockets, popular among hunters, smugglers, and adventurers. The vest is made of leathery, hide material to resist rips, corrosion and water. The wearer can carry up to 10 light items (up to 1 lb each) without increasing their total encumbrance.

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A holocomm is a communications unit that utilizes the HoloNet. It enables users to send and receive messages through holographic-based transmission networks.

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A holster can be worn on the leg, hip, or back, and can be used to store a single weapon. You can draw a weapon stored in a holster without using an action. Once you’ve done so, you can’t do so again until you store a weapon in the holster as an action.

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This kit includes all of the necessary components to create and house standard adrenals, medpacs, and stimpacs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify adrenals, medpacs, and stimpacs. Also, proficiency with this kit is required to create adrenals, medpacs, and stimpacs.

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Code cylinders are security devices in the shape of short cylinders that contain coded information about their bearers and grant them access to secure areas.

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A stylus pen is designed to write on both solid surfaces and touch screen interfaces.

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A special set of gloves and boots that allow the wearer to stick to and climb surfaces. While wearing these items, you gain the ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal your walking speed.

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A camtono is a secured, handle container used for transporting valuable goods. The camtono features a keyed lock, which requires a DC 20 security kit to force open. It can hold up to 5 lb., not exceeding a volume of 1/4 cubic foot.

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Repulsor packs are used to slow descent from a high elevation. Activating or deactivating the repulsor pack requires a bonus action and, while active, your rate of descent slow to 60 feet per round, and you ignore the effects of wind of less than moderate speed (no more than 10 mph). The repulsor pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

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A datapad is a small electronic device used for the input, storage and displaying of inform-ation. It features a holoprojective surface for 3D viewing.

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As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

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Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.

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A respirator, or breath mask, is a portable device that allowed an oxygen-breather to survive in low-oxygen atmospheres. Although not suitable for use in outer-space, these hands-free masks were essential equipment for deep-space travel that might require activity outside of a starship.

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A datacard or data disk is a flat, hand-held device used in conjunction with a datapad to store information.

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Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force- or tech- power.

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Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

\n

Installing a restraining bolt takes 1 minute. The droid must make a DC 13 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

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A chronometer is a device that measures and keeps linear time.

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A powerful painkiller, karrak allows creatures to continue through the most grievous injuries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check or saving throw using Constitution, and at the start of each of the creature’s turns it gains 2d4 temporary hit points. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check or saving throw using Contitution, and for the duration their current and maximum hit points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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A repair kit included the basic tools needed to repair a droid after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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A datacron is a type of holocron that can be accessed by non-Force-sensitives and are mainly used to store encrypted data. They are complete with an interactive projection to access the infor-mation.

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A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore 2d4+2 hit points to a creature within 5 feet.

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A pocket scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.

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This sandy-brown powder causes everything to appear slightly humorous while enhancing a creature’s nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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Commlinks are standard handheld communication devices, fitted with microphones and receivers. A standard, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference.

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A shock glove is a type of armored glove that is coated with a webbed lacing. When used for an attack, this webbing carries a charge that deals 1d4 lightning damage to any objects that the glove come in contact with. If you are engaged in combat with the target of the attack, you must make a grapple check instead of an attack roll, using a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

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Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d6 kinetic damage on a failed save or half as much on a successful one.

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When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 1d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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Macrobinoculars are handheld viewing devices that allow users to observe distant objects. Some models are able to see into space from the surface of a planet.

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Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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This wrist launcher ammunition deals 1d6 kinetic damage on a hit.

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A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can synchronize the deton-ator with a single explosive device, such as a breaching charge, grenade, or mine. As an action, you can remotely detonate the paired explosive.

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Flight suits, or jumpsuits, are a type of outfit worn by pilots. They are worn in conjunction with flight helmets. They come in a variety of different colors and provide life support, and protect from hostile environments.

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A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.

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Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.

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Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

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All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the kit to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.

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This backpack comes with a main compartment that can store up to 15 lb., not exceeding a volume of 1/2 cubic foot. Additionally, it has a hidden storage compartment that can hold up to 5 lb, not exceeding a volume of 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.

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These durasteel restraints can bind a Small or Medium creature. Escaping the binders requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of binders comes with one key. Without the key, a creature proficient with security kits can pick the binders’ lock with a successful DC 15 Dexterity check. Binders have 15 hit points.

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An antitoxkit contained a variety of wide-spectrum antidote hypospray injectors that were designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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Rolled

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This repulsorcraft is designed to efficiently move large amounts of goods. It has a speed of 30 feet and can hold up to 2,000 lb., not exceeding a volume of 120 cubic feet.

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A fusion cutter is a handheld cutting tool popular among technicians. It cut through almost any reinforced material, given enough time. The internal power cell supplies an hour’s worth of continuous operation.

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Aquatic breathers are breath masks designed to operate underwater. While worn, the wearer can breathe both air and water.

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This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.

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Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.

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A comm jammer is a device used to scramble communications. A comm jammer can block transmissions from unenhanced communications devices in a 100 foot radius.

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This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance, in addition to a tool that lets them holographically mimic clothing. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

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A tripod is a device used to mount a two-handed blaster weapon to offer increased stability. Over the course of 1 minute, you can deploy or collapse the tripod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property, and your speed is reduced to 0.

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A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

\n

Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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Environment suits, atmospheric suits, or EVA suits, are pressure suits that enabled wearers to survive and operate in zero gravity space and other dangerous conditions.

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Heat generators are special devices typically worn on belts that function as a portable, personal heat supply. Activating or deactivating the generator requires a bonus action and, while active, you are adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.

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A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.

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A holotrace device is a wrist-worn gadget that can be used to trace a holographic transmission back to its source.

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40 Gallons Liquid, 4 Cubic Feet Solid

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":70,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":120,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Storage/Crate.png","_id":"kuCbaQRvtvExVI6D"} +{"name":"Mess Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

This box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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This kit contains all of the commonly required tools to make repairs on constructs, such as ships, speeders, and turrets. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform repairs or install ship upgrades.

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Refined andris crystal, a spice mined most commonly on Sevarcos II, sharpens a creature’s mind when smoked. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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A shoulder cannon is a weapon mounted on a creature’s shoulder with an integrated targeting interface that uses traditional power cells. When you would make a ranged weapon attack, you can fire this weapon instead. It has the ammunition (range 60/240), burst 4, and reload 4 properties, and deals 1d8 energy damage on a hit. The shoulder cannon has a proficiency bonus of +2 and a Dexterity score of 16, which are used instead of your proficiency bonus and Dexterity modifier when making attack and damage rolls with it.

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A wristpad is a harness with an integrated datapad and holoprojector interface that fits on the forearm and includes self-charging battery packs.

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A holorecorder is a device used to record and project holograms. Some droid models are equipped with internal holorecorders.

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Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.

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Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

\n

When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. The creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

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This kit contains the appropriate equipment for disarming and setting explosives. It contains a plastic face guard and heavy duty gloves, as well as precision cutting and gripping tools, and various common components of grenades and mines. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to disarm or set an explosive.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Demolitions%20Kit.png","_id":"oH2HgXxSM0EFnj7A"} +{"name":"Chef's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

This kit includes all of the necessary implements to prepare and serve food to up to six people. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify food. Also, proficiency with this kit is required to create field rations.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":8,"price":70,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Chef_s%20Kit.png","_id":"pHOnHawoE6CLWNey"} +{"name":"Grenade, Fragmentation","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Explosive/Grenade%2C%20Fragmentation.png","_id":"pp05gqbvmncpHgV3"} +{"_id":"qPSOnaMx7dd5Ynzf","name":"Cilona","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Cilona, the active ingredient in deathsticks, is a hallucinogen that causes an ecstatic feeling that improves strength and endurance. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

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Thermal detonators are palm-sized, spherical, and extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Thermal detonators have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

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Slug cartridges are ammunition for blaster weapons that deal kinetic damage. When you reload a weapon that uses cartridges, you can reload any number of cartridges up to the weapon’s reload number as a part of the same action.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":2,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Ammunition/Slug%20Cartridge.png","_id":"u4xaL0xLRJobIj30"} +{"name":"Yarrock","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Yarrock is a strong hallucinogen which is said to instill a creature with a clear vision of “the meaning of life”, granting a boost to confidence. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0.16,"price":85,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Add to ability check, attack roll, or saving throw using Charisma.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Spice/Yarrock.png","_id":"uSzMnQlBpw5rhDcF"} +{"name":"Glitterstim","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack

\n

roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0.16,"price":95,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Add to ability check, attack roll, or saving throw using Intelligence.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"d4","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Spice/Glitterstim.png","_id":"uUjV9Ay7TxLOtXVw"} +{"name":"Forgery Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Forgery%20Kit.png","_id":"uoNaJRSb7ocwldUu"} +{"name":"Security Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

A security kit includes the tools and electronic components necessary to bypass electronic and mechanical locks. It includes sensor devices, a specialized commlink designed to detect silent alarms, a small file, a set of lockpicks, a small mirror mounted to an elongated handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":650,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Security%20Kit.png","_id":"usVyAnJZ5vf3kWf6"} +{"name":"Jetpack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":20,"price":4500,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Jetpack.png","_id":"vuxf6Qbd5pMj2gCH"} +{"name":"Shawm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Musical%20Instrument/Shawm.png","_id":"wS3DLDX5AIMLhJ84"} +{"name":"Ram, portable","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":35,"price":40,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"4","mode":"+","targetSpecific":false,"id":1,"itemId":"5AIp4xk1BWeJpS0A","active":false,"_targets":[],"label":"Abilities Strength"}]}},"img":"modules/sw5e/Icons/Utility/Ram.png","_id":"wVdZknqxKQi7KQ7O"} +{"name":"Rocket boots","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 20 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cell.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":2500,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Rocket%20Boots.png","_id":"x2SznYftRVTKCXAa"} +{"name":"Bandolier","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

A bandolier is worn across the chest. It has 12 slots that can each hold a single item that weighs less than 2 lb, such as a vibrodagger, a fragmentation grenade, or a power cell.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":100,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"items","value":12,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Bandolier.png","_id":"xQQs7o1UkKcIcftB"} +{"name":"Trauma Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

A common traumakit can be stocked with bacta packs, and contains spray-bandages, bone stabilizers, antiseptics, and other essentials for the treatment of wounds. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. A traumakit can be used to stabilize 5 times before it must be restocked at its original cost.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Creature","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Medical/Traumakit.png","_id":"xuU4A9rszdWjOh2A"} +{"name":"Bipod","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A bipod is a device mounted to a two-handed blaster weapon to offer increased stability while prone. As an action, you can deploy or collapse the bipod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property while you are prone, and your speed is reduced to 0.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Weapon%20or%20Armor%20Accessory/Bipod.png","_id":"y4BGQwOX4ZifcFtA"} +{"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A headcomm can be installed in a helmet or worn independently. It functions as a hands-free commlink.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Communications/Headcomm.png","_id":"zHERdLuCUPpxzaSJ"} +{"name":"Poisoner's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":500,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Kit/Poisoner_s%20Kit.png","_id":"zaLzNlsfzRf71Xpl"} +{"name":"Mine, Plasma","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":550,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Explosive/Mine%2C%20Plasma.png","_id":"zrSOUA8dUg9lHVdS"} diff --git a/packs/packs/armor.db b/packs/packs/armor.db new file mode 100644 index 00000000..e2d42332 --- /dev/null +++ b/packs/packs/armor.db @@ -0,0 +1,26 @@ +{"name":"Laminanium Assault","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

CUMBERSOME, OBSCURED

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Absorptive 1, Imbalanced

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SPIKED

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When you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.

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Combat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi.

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The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.

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AVOIDANT 1

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":13,"price":1450,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":11,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Armor/WH/Fleximetal%20Fiber%20Armor.png","_id":"jQpoZuFHc7JToeH0"} +{"name":"Quadanium Heavy Shield","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

CHARGING 1, CUMBERSOME

","chat":"","unidentified":""},"source":"wh","quantity":1,"weight":36,"price":2000,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":null},"strength":15,"stealth":true,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.ac.value","value":"3","mode":"+","targetSpecific":false,"id":1,"itemId":"hnDFNCAUTR4klLdF","active":false,"_targets":[],"label":"Attributes Armor Class"}]}},"img":"modules/sw5e/Icons/Armor/WH/Quadanium%20Heavy%20Shield.png","_id":"pXh1QKqdpswa9ONp"} +{"name":"Medium Physical Shield","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":18,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":null},"strength":13,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.ac.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"0xz7s0Kuzk3xRpva","active":false,"_targets":[],"label":"Attributes Armor Class"}]}},"img":"modules/sw5e/Icons/Armor/PHB/Medium%20Physical%20Shield.png","_id":"vE3mkruOeeu2BU39"} +{"_id":"vlGJifmocVbWf7Cc","name":"Composite Armor","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

Composite armor is a type of armored suit that offers a good balance of mobility and protection against most types of weapons. The micro-hydraulics of this type of powered armor provide the operator with protection, but are more bulky than mesh or weave armors. This type of armor is rarely seen outside of professional mercenaries’ and soldiers’ use.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":45,"price":2500,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":0,"stealth":true,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Armor/PHB/Composite%20Armor.png"} +{"name":"Durafiber Combat Suit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

AGILE

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":10,"price":1100,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":10,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Armor/WH/Durafiber%20Combat%20Suit.png","_id":"w0VFwPadCiYWBzJT"} diff --git a/packs/packs/classes.db b/packs/packs/classes.db new file mode 100644 index 00000000..7b44f3cc --- /dev/null +++ b/packs/packs/classes.db @@ -0,0 +1,10 @@ +{"name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Force-wielder who blends melee combat with the Force

","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Sentinel.png","_id":"1KSGcLL9HvLEkanx"} +{"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Controller who focuses on stealth and techniques

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Operative.png"} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Versatile combatant who blends tech powers with weapons

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Scout.png"} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Force-wielder who focuses on utilizing force powers

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Consular.png"} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Melee combatant who utilizes rage to increase prowess

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Berserker.png"} +{"_id":"X7aZfupQsjnLVS8D","name":"Gaurdian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Force-wielder specializing in melee combat

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Guardian.png"} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

A Tech Caster who enhances items to benefit allies.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Engineer.png"} +{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Academic who uses wits and allies to control the battlefield

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Scholar.png"} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Versatile combatant who excels at both range and mellee

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Fighter%20Alt.png"} +{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

Unarmed comabatant who uses focus to fuel abilities

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Monk.png"} diff --git a/packs/packs/enhanceditems.db b/packs/packs/enhanceditems.db new file mode 100644 index 00000000..455189c3 --- /dev/null +++ b/packs/packs/enhanceditems.db @@ -0,0 +1,19 @@ +{"name":"Alacrity Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Dexterity score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 Dexterity for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Alacrity%20Adrenal.png","_id":"EOdWA04vcmk5nWsR"} +{"$$deleted":true,"_id":"EOdWA04vcmk5nWsR"} +{"name":"Alacrity Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Dexterity score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+2 Dexterity for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"2","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Alacrity%20Adrenal.png","_id":"GJF5IVD6eChBTX1x"} +{"name":"Battle Adrenal","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +1 bonus to attack and damage rolls with weapons. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":5,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"+1 to Attack and Damage rolls for 1 minute","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Battle%20Adrenal.png","_id":"YYPmoOlOzzmowEV1"} +{"name":"Mandalorian Beskar'gam","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants a +1 bonus to AC.

\n

Mandalorian Vestments. While wearing and attuned to this armor and Mandalorian Helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, Mandalorian Helmet, and Mandalorian Shuk’orok, this armor now grants a +3 bonus to AC, instead of +2.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"bonus","value":0,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Beskar_gam.png","_id":"3QrdXcE2XdKoBoxf"} +{"name":"Mandalorian Helmet","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Requires attunement
This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

\n

Mandalorian Vestments. While wearing and attuned to this helmet and Mandalorian Beskar’gam, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, Mandalorian Beskar’gam, and Mandalorian Shuk’orok, you have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Featuring the iconic T-shaped visor of the Mandalorians, this helmet strikes fear into the hearts of the unwary.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Helmet.png","_id":"LDg5j9Q11UEPFINJ"} +{"name":"Mandalorian Shuk'orok","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Requires attunement
While wearing these gloves, your Strength score becomes 21. If your Strength is already equal to or greater than 21, it has no effect on you.

\n

Mandalorian Vestments. While wearing and attuned to these gloves and Mandalorian Beskar’gam, these gauntlets no longer count towards your maximum attunement. While wearing and attuned to these gloves, Mandalorian Beskar’gam, and Mandalorian Helmet, you have resistance to kinetic and energy damage from unenhanced sources.

\n

The final piece of a Mandalorian’s armor, these gauntlets grant augmented strength.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Shuk_orok.png","_id":"upQWBmYYVAVZ81IM"} +{"_id":"3QrdXcE2XdKoBoxf","name":"Mandalorian Beskar'gam","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants a +1 bonus to AC.

\n

Mandalorian Vestments. While wearing and attuned to this armor and Mandalorian Helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, Mandalorian Helmet, and Mandalorian Shuk’orok, this armor now grants a +3 bonus to AC, instead of +2.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Prototype","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"bonus","value":0,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Beskar_gam.png"} +{"_id":"3QrdXcE2XdKoBoxf","name":"Mandalorian Beskar'gam","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"equipment","data":{"description":{"value":"

This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants a +1 bonus to AC.

\n

Mandalorian Vestments. While wearing and attuned to this armor and Mandalorian Helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, Mandalorian Helmet, and Mandalorian Shuk’orok, this armor now grants a +3 bonus to AC, instead of +2.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Prototype","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"bonus","value":0,"dex":null},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Beskar_gam.png"} +{"_id":"LDg5j9Q11UEPFINJ","name":"Mandalorian Helmet","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Requires attunement
This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

\n

Mandalorian Vestments. While wearing and attuned to this helmet and Mandalorian Beskar’gam, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, Mandalorian Beskar’gam, and Mandalorian Shuk’orok, you have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Featuring the iconic T-shaped visor of the Mandalorians, this helmet strikes fear into the hearts of the unwary.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0,"price":0,"attuned":false,"equipped":false,"rarity":"Premium","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"modules/sw5e/Icons/Enhanced%20Items/Mandalorian%20Helmet.png"} +{"_id":"LDg5j9Q11UEPFINJ","name":"Mandalorian Helmet","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Requires attunement
This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

\n

Mandalorian Vestments. While wearing and attuned to this helmet and Mandalorian Beskar’gam, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, Mandalorian Beskar’gam, and Mandalorian Shuk’orok, you have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Featuring the iconic T-shaped visor of the Mandalorians, this helmet strikes fear into the hearts of the unwary.

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Requires attunement
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Mandalorian Vestments. While wearing and attuned to these gloves and Mandalorian Beskar’gam, these gauntlets no longer count towards your maximum attunement. While wearing and attuned to these gloves, Mandalorian Beskar’gam, and Mandalorian Helmet, you have resistance to kinetic and energy damage from unenhanced sources.

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The final piece of a Mandalorian’s armor, these gauntlets grant augmented strength.

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Mandalorian Vestments. While wearing and attuned to these gloves and Mandalorian Beskar’gam, these gauntlets no longer count towards your maximum attunement. While wearing and attuned to these gloves, Mandalorian Beskar’gam, and Mandalorian Helmet, you have resistance to kinetic and energy damage from unenhanced sources.

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The final piece of a Mandalorian’s armor, these gauntlets grant augmented strength.

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Pistol","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":4,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + 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+{"_id":"zTg0qnvZJDAht3Zm","name":"Shotosaber","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":500,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"fin":true,"fir":false,"foc":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10},"cptooltipmode":"hid"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Simple%20Lightweapons/Shotosaber.png"} diff --git a/packs/powers.db b/packs/powers.db deleted file mode 100644 index b0249169..00000000 --- a/packs/powers.db +++ /dev/null @@ -1,324 +0,0 @@ -{"_id":"04nMsTWkIFvkbXlY","name":"Polymorph","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a Shapechanger or a creature with 0 Hit Points.

\n

The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose Challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a c⁠hallenge rating). The target’s game s⁠tatistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality.

\n

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the Nature of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or s⁠peech.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-2.jpg"} -{"_id":"0xmXiPiuYws1OGcX","name":"Hunter's Mark","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra {@dice 1d6} damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-1.jpg"} -{"_id":"13uVuBQP6VaiSPvC","name":"Water Breathing","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/skills/blue_36.jpg"} -{"_id":"15Fa6q1nH27XfbR8","name":"Dispel Magic","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-orange-2.jpg"} -{"_id":"1ADstb0Xec6HHRcU","name":"Resilient Sphere","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A s⁠phere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the Duration.

\n

Nothing—not physical Objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the s⁠phere can breathe there. The s⁠phere is immune to all damage, and a creature or object inside can’t be damaged by attacks or Effects originating from outside, nor can a creature inside the s⁠phere damage anything outside it.

\n

The s⁠phere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the s⁠phere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-magenta-3.jpg"} -{"_id":"1Drt0SHxbEAHxprN","name":"Conjure Animals","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-orange-3.jpg"} -{"_id":"1LkZvINag7KqBmDR","name":"Conjure Elemental","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"1N8dDMMgZ1h1YJ3B","name":"Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-sky-2.jpg"} -{"_id":"1RzxKZzkQOoioxPj","name":"Glibness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-blue-2.jpg"} -{"_id":"1nhIxh0DsJsntCfj","name":"Knock","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of Manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-1.jpg"} -{"_id":"22dPoeXfaaAv4K3h","name":"Hellish Rebuke","permission":{"default":0},"type":"spell","data":{"description":{"value":"

When you are damaged by a creature within 60 feet of you that you can see, you point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"reaction","cost":1,"condition":"Which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-red-1.jpg"} -{"_id":"2IWiZAJtOGDoKjiz","name":"Gaseous Form","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-acid-2.jpg"} -{"_id":"2RC0EyvBLPH88PZF","name":"Sunbeam","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw.

\n

You can create a new line of radiance as your action on any turn until the spell ends.

\n

For the Duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A magnifying glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-3.jpg"} -{"_id":"2VXGS206tuChoeXy","name":"Speak with Plants","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plan⁠ts about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

\n

You can also turn difficult terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into difficult terrain that lasts for the dur⁠ation, causing vines and branches to hinder pursuers, for example.

\n

P⁠lants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

\n

If a p⁠lant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to influence it.

\n

This spell can cause the p⁠lants created by the Entangle spell to release a Restrained creature.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-1.jpg"} -{"_id":"2skfDtglk1mGrb3l","name":"Detect Poison and Disease","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg"} -{"_id":"2yHXEcrRbadZDr5M","name":"Heat Metal","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of iron and a flame.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-air-fire-3.jpg"} -{"_id":"30ZgXtijJVCxQk5N","name":"Enthrall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisd⁠om (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are Incapacitated or can no longer speak.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"34ddoYIrnOZ2GFYi","name":"Mass Healing Word","permission":{"default":0},"type":"spell","data":{"description":{"value":"

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"35j2QIMmIk6aEdxj","name":"Power Word Stun","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg"} -{"_id":"3Lo9boi7P2ro6QV4","name":"Hold Person","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg"} -{"_id":"3MYDjS6k9IYL0aTj","name":"Calm Emotions","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-2.jpg"} -{"_id":"3OZnNhunvRtPOQmH","name":"Identify","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pearl worth at least 100gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-eerie-1.jpg"} -{"_id":"3okM6Gn63zzEULkz","name":"Wish","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

\n

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly Components. The spell simply takes effect.

\n

Alternatively, you can create one of the following Effects of your choice:

\n \n

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

\n

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell⁠ until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend Resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"41JIhpDyM9Anm7cs","name":"Magic Missile","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-magenta-1.jpg"} -{"_id":"42O2aNBW7vK90gTL","name":"Planar Binding","permission":{"default":0},"type":"spell","data":{"description":{"value":"

With this spell, you attempt to bind a Celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the Duration. If the creature was summoned or created by another spell, that spell’s d⁠uration is extended to match the d⁠uration of this spell.

\n

A bound creature must follow your instructions to the best of its ability. You might c⁠ommand the creature to accompany you on an adventure, to guard a location, or to deliver a m⁠essage. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A jewel worth at least 1,000gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"4H6YgYdKgnX6ZQ8M","name":"Acid Arrow","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-acid-2.jpg"} -{"_id":"4dSvfvTy2ZIJ3K4k","name":"Comprehend Languages","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pinch of soot and salt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-1.jpg"} -{"_id":"4smlOvpF5AQHcyg1","name":"Contingency","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

\n

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

\n

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-eerie-3.jpg"} -{"_id":"4v2H3hHb3Ph9XLNd","name":"Augury","permission":{"default":0},"type":"spell","data":{"description":{"value":"

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

\n\n

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

\n

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Specially marked sticks, bones, or similar tokens worth at least 25 gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"5OGFdJw35QXp6mh6","name":"Mass Suggestion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

\n

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

\n

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"5SuJewoa1CRWaj1F","name":"Burning Hands","permission":{"default":0},"type":"spell","data":{"description":{"value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-2.jpg"} -{"_id":"5VhqFROQYjr1P9lp","name":"Silence","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-1.jpg"} -{"_id":"5e1xTohkzqFqbYH4","name":"Flame Strike","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-red-3.jpg"} -{"_id":"5eh2HFbS13078Y3H","name":"Find Steed","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

\n

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

\n

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

\n

While your steed is within 1 mile of you, you can communicate with it telepathically.

\n

You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/wild-jade-2.jpg"} -{"_id":"64D1gNZ4hx7SWG2x","name":"Forbiddance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can’t tele⁠port into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.

\n

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, Elementals, fey, Fiends, and Undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

\n

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

\n

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material Components are consumed on the last casting.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sprinkle of holy water, rare incense, and powdered ruby worth at least 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"64uo4fHriHLjRUrX","name":"Meld into Stone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the Equipment you carry with the stone for the Duration. Using your Movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical Senses.

\n

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast Spells on yourself while merged in the stone. You can use your Movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

\n

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or Transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","bludgeoning"]],"versatile":"50","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-sky-3.jpg"} -{"_id":"6HEEhLdJz32TL4Js","name":"Foresight","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature and bestow a limited ability to see into the immediate future. For the Duration, the target can’t be surprised and has advantage on Attack rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on a⁠ttack rolls against the target for the du⁠ration.

\n

This spell immediately ends if you cast it again before its Duration ends.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A hummingbird feather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg"} -{"_id":"6g3WLOZ2u0EbaLAd","name":"Hypnotic Pattern","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

\n

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":3,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glowing stick of incense or a crystal vial filled with phosphorescent material.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"76C0FdcxlU8F9Rl2","name":"Word of Recall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"7Fw7Bf1k3xxDVr5L","name":"Fabricate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the spell is commensurate with the quality of the raw materials.

\n

Creatures or Magic Items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such Objects.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-2.jpg"} -{"_id":"7KjExw0kmuqERa7C","name":"Storm of Vengeance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Range: sight

\n

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes.

\n

Each round you maintain Concentration on this spell, the storm produces different Effects on your turn⁠.

\n

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

\n

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects⁠ of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

\n

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":360,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","thunder"]],"versatile":"","value":""},"formula":"10d6","save":{"ability":"con","dc":null,"scaling":"spell"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-royal-3.jpg"} -{"_id":"7UwUjJ6owIQkEPrs","name":"Branding Smite","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-orange-2.jpg"} -{"_id":"7buEm5KhI5lP8m1z","name":"Guiding Bolt","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-sky-2.jpg"} -{"_id":"7e3QXF10hLNDEdr6","name":"False Life","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 4","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small amount of alcohol or distilled spirits","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-1.jpg"} -{"_id":"7fFHlBk3UNX8gPKL","name":"Control Water","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

\n

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land, instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

\n

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

\n

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

\n

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

\n

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

\n

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

\n

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of water and a pinch of dust.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-blue-3.jpg"} -{"_id":"7p9IuWrSWFgfyQo2","name":"Alarm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A tiny bell and a piece of fine silver wire.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-1.jpg"} -{"_id":"7u2obDvuvtZBkTfq","name":"Scorching Ray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

\n

Make a ranged Spell Attack for each ray. On a hit, the target takes 2d6 fire damage.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-red-2.jpg"} -{"_id":"7v06rdmUakoTk1LQ","name":"Magic Mouth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small bit of honeycomb and jade dust worth at least 10gp, which the spell consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_20.jpg"} -{"_id":"82jM6qD9axLJsTrH","name":"Illusory Script","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.

\n

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different me⁠ssage, written in a different hand and language, though the language must be one you know.

\n

Should the spell be dispelled, the original script and the Illusion both disappear.

\n

A creature with Truesight can read the hidden mes⁠sage.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A lead-based ink worth at least 10gp, which the spell consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-1.jpg"} -{"_id":"8MICCMeOXT3aJUy9","name":"Divine Favor","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-sky-2.jpg"} -{"_id":"8PJAsHmbu6UgDHC0","name":"Wind Walk","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You and up to ten willing creatures you can see within range assume a g⁠aseous form for the Duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only Actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

\n

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":11,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-2.jpg"} -{"_id":"8RTDOt80u8aBv9qx","name":"Alter Self","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

\n

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

\n

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

\n

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-acid-2.jpg"} -{"_id":"8aWtP5hcrmcEesBW","name":"Teleportation Circle","permission":{"default":0},"type":"spell","data":{"description":{"value":"

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

\n

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute.

\n

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to Teleport when you cast the spell in this way.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"8cse7rit0oswRPUP","name":"Arcane Lock","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

\n

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Gold dust worth at least 25 gp, which the spell consumes.","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-2.jpg"} -{"_id":"8dzaICjGy6mTUaUr","name":"Bless","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-1.jpg"} -{"_id":"8sgwRh8NUNkn9Vi0","name":"Secret Chest","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

\n

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

\n

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp","consumed":false,"cost":5050,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"8zT7njvqbpXs4Cel","name":"Spare the Dying","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-1.jpg"} -{"_id":"91Sw6vOIaO7U8DvM","name":"Dominate Person","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"95K2aUhAGV9qXjnf","name":"Bane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-2.jpg"} -{"_id":"9eOZDBImVKxbeOyZ","name":"Enhance Ability","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

\n\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","temphp"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Fur or a feather from a beast","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-royal-2.jpg"} -{"_id":"9gYGkrL6qFTsE6fw","name":"Spike Growth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the Duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

\n

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Seven sharp thorns or seven small twigs, each sharpened to a point","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-acid-2.jpg"} -{"_id":"9hQXdMSmerkTsHDe","name":"Confusion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the spell must make a Wisdom saving throw otherwise it will be affected by the spell.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the spell ends for this target.

\n

Higher Levels. When you cast this spell using a level spell slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher spell slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Three walnut shells.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-magenta-3.jpg"} -{"_id":"9kGrFXnLiRg3Xnbo","name":"Regenerate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the spell, the target regains 1 hit point at the start of each of its turns (10 h⁠it points each minute).

\n

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":"1"},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A prayer wheel and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"A3q2gTNqG6fvNGrv","name":"Disguise Self","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-eerie-2.jpg"} -{"_id":"A4RsPuSvB9wFtz1j","name":"Dimension Door","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

\n

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","force"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"AGFMPAmuzwWO6Dfz","name":"Raise Dead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 500gp, which the spell consumes.","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-2.jpg"} -{"_id":"AQsBc94ES7W7s7iG","name":"Wall of Thorns","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the Duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

\n

When the wall appears, each creature within its area must make a Dexterity⁠ saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

\n

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of Movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity⁠ saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of thorns","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-acid-3.jpg"} -{"_id":"ATo0Eb63TDtnu6iA","name":"Animate Objects","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

\n

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

Animated Object Statistics

\n

Size        HP   AC   Attack                                      Str Dex

\n

Tiny        20   18   +8 to hit, 1d4 + 4 damage    4     18

\n

Small     25   16   +6 to hit, 1d8 + 2 damage    6     14

\n

Medium 40   13  +5 to hit, 2d6 + 1 damage    10   12

\n

Large      50   10  +6 to hit, 2d10 + 2 damage  14   10

\n

Huge       80   10  +8 to hit, 2d12 + 4 damage  18   6

\n

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

\n

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"","type":"object"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-royal-2.jpg"} -{"_id":"Advtckpz1B733bu9","name":"Flame Blade","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action.

\n

You can use your action to make a melee spell Attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

\n

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Leaf of sumac","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-orange-2.jpg"} -{"_id":"AoTTjapz1FsGOIZz","name":"Delayed Blast Fireball","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

\n

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

\n

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","fire"]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-red-3.jpg"} -{"_id":"B0pnIcc52O6G8hi8","name":"Longstrider","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-1.jpg"} -{"_id":"B2kbmgbA2WQR00kx","name":"Symbol","permission":{"default":0},"type":"spell","data":{"description":{"value":"

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure⁠ chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

\n

The glyph is nearly invisible⁠, requiring an Intelligence (Investigation) check against your spell save DC to find it.

\n

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common⁠ triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

\n

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics⁠ (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere⁠ with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere⁠ when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there.

\n","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","necrotic"]],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"value":"","scaling":"spell"},"level":7,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"BP3GCwa66IAw1yTG","name":"Daylight","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-2.jpg"} -{"_id":"BQk5Row4NymMnUQl","name":"Hideous Laughter","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Tiny tarts and a feather that is waved in the air","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg"} -{"_id":"BV0mpbHh29IbbIj5","name":"Create Food and Water","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-1.jpg"} -{"_id":"BYNvBJzHcF5VJhXw","name":"Phantasmal Killer","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened for the Duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdo⁠m saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-eerie-3.jpg"} -{"_id":"Bnn9Nzajixvow9xi","name":"Light","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-sky-1.jpg"} -{"_id":"BrBZdCCrJRIVg7YX","name":"Silent Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg"} -{"_id":"CAxSzHWizrafT033","name":"Dancing Lights","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-sky-2.jpg"} -{"_id":"CKZTpZlxj7hjjo2H","name":"Mage Armor","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/protect-blue-1.jpg"} -{"_id":"CjIq8Ed7bu3vVwT1","name":"Contagion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

\n

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":5,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"CylBa7jR8DSbo8Z3","name":"Zone of Truth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

\n

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

","chat":"","unidentified":""},"source":"PHB pg. 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-2.jpg"} -{"_id":"DGONTFbk5eORs5qv","name":"Black Tentacles","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the Duration, these tentacles turn the ground in the area into difficult terrain.

\n

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be @JournalEntry[Restrai⁠ned] by the tentacles until the spell ends. A creature that starts its turn in the area and is already @JournalEntry[Restrai⁠ned] by the tentacles takes 3d6 bludgeoning damage.

\n

A creature @JournalEntry[Restrained] by the tentacles can use its action to make a Strength or D⁠exterity check (its choice) against your spell save DC. On a success, it frees itself.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A piece of tentacle from a giant octopus or a giant squid","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-eerie-2.jpg"} -{"_id":"DQzlB5Y3k791W5bH","name":"See Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of talc and a small sprinkling of silver powder","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"DUBgwHPakcLDkB6W","name":"Tree Stride","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of Movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement⁠. If you have no movement⁠ left, you appear within 5 feet of the tree you entered.

\n

You can use this transportation ability once per round for the Duration. You must end each turn outside a tree.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-3.jpg"} -{"_id":"E4NXux0RHvME1XgP","name":"Create Undead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

\n

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

\n

Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":"You can cast this spell only at night."},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"spec","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-red-3.jpg"} -{"_id":"EOmsUcFQJTfG2oio","name":"Fire Bolt","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-red-1.jpg"} -{"_id":"ERCv7yuRkQ0YjGx6","name":"Reverse Gravity","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and Objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

\n

If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the Duration.

\n

At the end of the Duration, affected Objects and creatures fall back down.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"cylinder"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"value":"","scaling":"spell"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A lodestone and iron fillings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-2.jpg"} -{"_id":"Ek45cBpVXvJdv1Qy","name":"Counterspell","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-orange-3.jpg"} -{"_id":"Eon0jzGzQRNluTPQ","name":"Antimagic Field","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

\n

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

\n

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

\n

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

\n

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

\n

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron or iron filings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"F0GsG0SJzsIOacwV","name":"Lesser Restoration","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-1.jpg"} -{"_id":"FSMy6VAjDnXY9vWz","name":"Gust of Wind","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A legume seed.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-2.jpg"} -{"_id":"FjYE214HTERCRZNm","name":"Flaming Sphere","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the Duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

\n

As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn.

\n

When you move the Sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable Objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of tallow, a pinch of brimstone, and a dusting of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-air-fire-3.jpg"} -{"_id":"GJ2WYm3SQFR0winH","name":"Antipathy/Sympathy","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-acid-3.jpg"} -{"_id":"GSvLWcdCZLQkilXT","name":"Blink","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

\n

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-1.jpg"} -{"_id":"GtGjNjPBgUHxGYAD","name":"Sending","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of fine copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_20.jpg"} -{"_id":"HBHbOGKNVVprSlwn","name":"Disintegrate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

\n

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

\n

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

\n

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"HPvZm8YJO91k6Qdg","name":"Finger of Death","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"HQfd7jJyULIoGxrZ","name":"Telekinesis","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the spell.

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

\n

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

","chat":"","unidentified":""},"source":"PHB pg. 280","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-3.jpg"} -{"_id":"I2LUSF5ogc7Bj62e","name":"Speak with Dead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-acid-1.jpg"} -{"_id":"IBJmWjzbQGu7M4UX","name":"Fog Cloud","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-water-air-2.jpg"} -{"_id":"ImlCJQwR1VL40Qem","name":"Arcane Eye","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

","chat":"","unidentified":""},"source":"PHB pg. 214","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of bat fur.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"Iv2qqSAT7OkXKPFx","name":"Locate Animals or Plants","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-2.jpg"} -{"_id":"IyikgTEOTv701jgQ","name":"Lightning Bolt","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lightning-blue-2.jpg"} -{"_id":"J3uILDYS7MiOfmTJ","name":"Fire Storm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire damages Objects in the area and ignites flammable Objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-3.jpg"} -{"_id":"J6Jpw5XzB5aTeqnz","name":"Plane Shift","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"JGT5bNqu9REL7Fuz","name":"Find Familiar","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-eerie-2.jpg"} -{"_id":"JLTQyqXEaJDrTXyW","name":"Acid Splash","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6acid damage.

\n

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-acid-1.jpg"} -{"_id":"JPwIEfgUPVebr5AH","name":"Barkskin","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-orange-2.jpg"} -{"_id":"JQyigMNPiDnGI18b","name":"Geas","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the spell ends.

\n

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish spell also ends it.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-air-3.jpg"} -{"_id":"JVhKeanAXZH62DrF","name":"Warding Bond","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-orange-2.jpg"} -{"_id":"JYuRBwxpoFhXduvD","name":"Time Stop","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

\n

This spell ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/mech_12.jpg"} -{"_id":"JbxsYXxSOTZbf9I0","name":"Spiritual Weapon","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-magenta-2.jpg"} -{"_id":"KJRVzeMQXPj8Gtyx","name":"Spider Climb","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of bitumen and a spider","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-spirit-1.jpg"} -{"_id":"KeunEkg1JYbOCOhV","name":"Circle of Death","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A sphere of negative energy ripples out in a 60-foot radius from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"The powder of a crushed black pearl worth at least 500 gp.","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-3.jpg"} -{"_id":"KgEw3sDr39C6g8nY","name":"Conjure Minor Elementals","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

\n\n

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-2.jpg"} -{"_id":"KhwiSi9fwVfUPtku","name":"Sleep","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of fine sand, rose petals, or a cricket.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-magenta-1.jpg"} -{"_id":"Kn7K5PtYUJAKZTTp","name":"Purify Food and Drink","permission":{"default":0},"type":"spell","data":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-jade-1.jpg"} -{"_id":"KrM3oHVv13RAALrS","name":"Find Traps","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-1.jpg"} -{"_id":"L4J89JXqbKs6puEV","name":"Teleport","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

\n

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

\n

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\n

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

\n

On Target. You and your group (or the target object) appear where you want to.

\n

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

\n

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

\n

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"LTDNWoFVJNLjiiNa","name":"Arcane Sword","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a sword-shaped plane of force that hovers within range. It lasts for the Duration.

\n

When the sword appears, you make a melee spell Attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a Bonus Action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

\n

Until the spell ends, you can use a b⁠onus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature platinum sword with a grip and pommel of copper and zinc, worth 250gp","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-orange-3.jpg"} -{"_id":"LWTUqKkUQdMAmOe0","name":"Color Spray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of powder or sand that is colored red, yellow, and blue.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-2.jpg"} -{"_id":"LkvI11Uue774QBKZ","name":"Cloudkill","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

\n

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-acid-3.jpg"} -{"_id":"LmRHHMtplpxr9fX6","name":"Revivify","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Diamonds worth 300gp, which the spell consumes.","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-2.jpg"} -{"_id":"LrPvWHBPmiMQQsKB","name":"Dominate Beast","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-3.jpg"} -{"_id":"MAxM77CDUu8dgIRQ","name":"Protection from Poison","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-acid-1.jpg"} -{"_id":"MBMaQLwoy05qzMJ3","name":"Mislead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the Duration, but the Invisibility ends if you Attack or Cast a Spell.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a Bonus Action, you can switch from using its sens⁠es to using your own, or back again. While you are using its se⁠nses, you are Blinded and Deafened in regard to your own surroundings.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-3.jpg"} -{"_id":"MCEpGpvovcXagwQS","name":"Awaken","permission":{"default":0},"type":"spell","data":{"description":{"value":"

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

\n

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

","chat":"","unidentified":""},"source":"PHB pg. 216","activation":{"type":"hour","cost":8,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An agate worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-3.jpg"} -{"_id":"MImfWCzEPRMYD3Xp","name":"Freezing Sphere","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

\n

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

\n

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal sphere","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/light-blue-3.jpg"} -{"_id":"MK6gpQMeDFo0cP9f","name":"Continual Flame","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

","chat":"","unidentified":""},"source":"PHB pg. 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 50 gp, which the spell consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-orange-2.jpg"} -{"_id":"MOEmz9N0j0QPkKEE","name":"Prayer of Healing","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-2.jpg"} -{"_id":"MRxldJd6C4bsBo3O","name":"Levitate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

\n

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

\n

When the spell ends, the target floats gently to the ground if it is still aloft.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg"} -{"_id":"MUO1uYN7JR1hm4dR","name":"Thaumaturgy","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg"} -{"_id":"Mzh95utKDPIrjiH8","name":"Detect Evil and Good","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg"} -{"_id":"N2UEFq8X5LRsLcOZ","name":"Shapechange","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You assume the form of a different creature for the Duration. The new form can be of any creature with a Challenge rating equal to your level or lower. The creature can’t be a construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

\n

Your game s⁠tatistics are replaced by the s⁠tatistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its Statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary Actions or Lair Actions of the new form.

\n

You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.

\n

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

\n

When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn e⁠quipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of e⁠quipment, based on the creature’s shape and size. Your e⁠quipment doesn’t change shape or size to match the new form, and any e⁠quipment that the new form can’t wear must either fall to the ground or merge into your new form. E⁠quipment that merges has no effect in that state.

\n

During this spell’s Duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more h⁠it points than your current one, your h⁠it points remain at their current value.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-orange-3.jpg"} -{"_id":"NJgxf7pmSsBArIG7","name":"Private Sanctum","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the Duration or until you use an action to dismiss it.

\n

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

\n\n

Casting this spell on the same spot every day for a year makes this effect permanent.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":100,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-royal-2.jpg"} -{"_id":"NXWWWgHtWb7Nv21F","name":"Tiny Hut","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

\n

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

\n

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A small crystal bead","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/runes-blue-2.jpg"} -{"_id":"NmoRmM1mhuM3pqnY","name":"Wall of Stone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

\n

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.

\n

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

\n

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

\n

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

\n

If you maintain your Concentration on this spell for its whole Duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small block of granite","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-orange-3.jpg"} -{"_id":"ODhLKBxLnvvLOnw1","name":"Ray of Enfeeblement","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-jade-2.jpg"} -{"_id":"OVikYmSdHliAG2YD","name":"Insect Plague","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-3.jpg"} -{"_id":"Opwh2PdX4runSBlm","name":"Aid","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny strip of white cloth.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-1.jpg"} -{"_id":"P6f1PPKPd9BCb742","name":"Compulsion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.

\n

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-3.jpg"} -{"_id":"P7mF2MxSuVJwHRRY","name":"Guidance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-1.jpg"} -{"_id":"PQuEgKyCdovOvhqN","name":"Etherealness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the Duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

\n

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a sp⁠ecial ability or magic has given them the ability to do so.

\n

You ignore all Objects and Effects that aren’t on the Ethereal Plane, allowing you to move through obje⁠cts you perceive on the plane you originated from.

\n

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

\n

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-sky-3.jpg"} -{"_id":"Pyzmm8R7rVsNAPsd","name":"Mass Cure Wounds","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-2.jpg"} -{"_id":"QbQZKoXOgHWN06aa","name":"True Polymorph","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the d⁠uration, or until the target drops to 0 hit points⁠ or dies. If you concentrate on this spell for the full Duration, the transformation lasts until it is dispelled.

\n

This spell has no effect on a target with 0 Hit Points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

\n

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose c⁠hallenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a Challenge rating). The target’s game statistics⁠, including mental Ability Scores, are replaced by the statistics⁠ of the new form. It retains its Alignment and personality.

\n

The target assumes the hit points⁠ of its new form, and when it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 hit points⁠, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points⁠, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the nature⁠ of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or speech⁠, unless its new form is capable of such Actions.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

\n

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s Challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s Statistics and resolves all of its Actions and Movement.

\n

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

\n

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics⁠ become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":9,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-3.jpg"} -{"_id":"QbTxN5dWIbYZ4jLU","name":"Chain Lightning","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lightning-blue-1.jpg"} -{"_id":"Qf6CAZkc7ms4ZY3e","name":"Goodberry","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A spring of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-acid-1.jpg"} -{"_id":"QvGcdRUSNRKEQJlK","name":"Stone Shape","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Soft clay, which must be worked into roughly the desired shape of the stone object","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-sky-3.jpg"} -{"_id":"ReMbjfeOKoSj3O79","name":"Stoneskin","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-orange-2.jpg"} -{"_id":"RpKjTlYASrfqUPVA","name":"Cone of Cold","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/ice-blue-3.jpg"} -{"_id":"RvEqsD89Zvd5yex4","name":"Arcanist's Magic Aura","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You place an Illusion on a creature or an object you touch so that Divination Spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

\n

When you cast the spell, choose one or both of the following Effects. The effect lasts for the Duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the i⁠llusion lasts until it is dispelled.

\n

False Aura. You change the way the target appears to Spells and magical Effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

\n

Mask. You change the way the target appears to Spells and magical Effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym⁠bol spell. You choose a creature type and other Spells and magical Effects treat the target as if it were a creature of that type or of that Alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small square of silk","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-2.jpg"} -{"_id":"S7VbUetIfVT7B6Eq","name":"Darkness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} -{"_id":"SAj03P2WBDiWu7zu","name":"Faithful Hound","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the Duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

\n

The hound is Invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisib⁠le creatures and can see into the Ethereal Plane. It ignores illusions.

\n

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s Attack bonus is equal to your Spellcasting ability modifier + your Proficiency Bonus. On a hit, it deals 4d8 piercing damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-eerie-3.jpg"} -{"_id":"SLxA9QhrggTz0taU","name":"Hallow","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following Effects.

\n

First, Celestials, Elementals, fey, Fiends, and Undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer ch⁠armed, frighte⁠ned, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

\n

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these Effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or Trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

\n","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"hour","cost":24,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Herbs, oils, and incense worth at least 1000gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-jade-3.jpg"} -{"_id":"SbSvZKkJASyk8jKo","name":"Druidcraft","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-jade-1.jpg"} -{"_id":"Sgjrf8qqv97CCWM4","name":"Magic Weapon","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to Attack rolls and Damage Rolls.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-blue-2.jpg"} -{"_id":"SgrEKiC6dAtvy6Pz","name":"Instant Summons","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

\n

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

\n

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

\n

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A sapphire worth 1000gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-2.jpg"} -{"_id":"SleYkHovQ8NagmeV","name":"Locate Object","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A forked twig","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-royal-2.jpg"} -{"_id":"Szvk5FEVQW3uhJi5","name":"Haste","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

\n

When the spell ends, the target can’t move or take Actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-royal-2.jpg"} -{"_id":"T1vpZLam7LezjToj","name":"Divine Word","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You utter a divine word, imbued with the power that shaped the world at the dawn of Creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n\n

Regardless of its current Hit Points, a Celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of Origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-royal-3.jpg"} -{"_id":"TIoadMIsUKD4edXi","name":"Astral Projection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

\n

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

\n

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

\n

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

\n

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

\n

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 215","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes","consumed":true,"cost":1100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-eerie-3.jpg"} -{"_id":"TfRzwEgBHHkCc6Ql","name":"Irresistible Dance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures taht can't be charmed are immune to this spell.

\n

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

","chat":"","unidentified":""},"source":"PGB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/spells/link-blue-2.jpg"} -{"_id":"TgHsuhNasPbhu8MO","name":"Guardian of Faith","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20","radiant"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-3.jpg"} -{"_id":"TkJ8Wtg1L7TZtspm","name":"Dispel Evil and Good","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the spell early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee spell Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-3.jpg"} -{"_id":"TwlD4PLcltv7Xh7j","name":"Stinking Cloud","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A rotten egg or several skunk cabbage leaves","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-acid-2.jpg"} -{"_id":"UDUnlfPsOAbq2RSE","name":"Blur","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-2.jpg"} -{"_id":"UJJu9c2UvCzVljiP","name":"Web","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are difficult terrain and lightly obscure their area.

\n

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

\n

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

\n

A creature Restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.

\n

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","fire"]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of spiderweb","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-spirit-3.jpg"} -{"_id":"UfHQhA54M4323gVO","name":"Vampiric Touch","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-sky-2.jpg"} -{"_id":"Utk1OQRwYkMkFRD3","name":"Mage Hand","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/ice_16.jpg"} -{"_id":"VtCXMdyM6mAdIJZb","name":"Death Ward","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-eerie-2.jpg"} -{"_id":"VzgFzcmocr1X1cp4","name":"Shillelagh","permission":{"default":0},"type":"spell","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-jade-1.jpg"} -{"_id":"W4Qx5z0id6da0vqg","name":"Legend Lore","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense worth at least 250gp, which the spell consumes, and four ivory strips worth at least 50gp each.","consumed":true,"cost":450,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-2.jpg"} -{"_id":"WN2LWEljYU6QqnRH","name":"Ice Storm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/ice-blue-3.jpg"} -{"_id":"WTbOQBsarsL1LuXJ","name":"Thunderwave","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lightning-jade-1.jpg"} -{"_id":"WahI41a3goVUg0x1","name":"Enlarge/Reduce","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

\n

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

\n

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

\n

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-blue-2.jpg"} -{"_id":"Wl2vtJ4hCt2tpWfR","name":"Weird","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere⁠ centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes Frightened for the Duration. The illusion⁠ calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the Frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":9,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-acid-3.jpg"} -{"_id":"WmQpxfjZwF3MGUby","name":"Globe of Invulnerability","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and Objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-blue-3.jpg"} -{"_id":"WzvJ7G3cqvIubsLk","name":"Greater Restoration","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"X3DrXgxjwI2dvkD6","name":"Wall of Fire","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of phosphorous","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-3.jpg"} -{"_id":"X4c8xCkmF8U9HUMz","name":"Mirror Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg"} -{"_id":"X8w9EzYLGc4vQ1H2","name":"Animal Messenger","permission":{"default":0},"type":"spell","data":{"description":{"value":"

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

\n

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-1.jpg"} -{"_id":"XT7nzJmVGgv73uaf","name":"Conjure Celestial","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

\n

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

\n

Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"XXUDGFELgoskdOD0","name":"Fear","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the duration.

\n

While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A white feather or the heart of a hen.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-eerie-2.jpg"} -{"_id":"XZhdgVK3cLoxNCQl","name":"Remove Curse","permission":{"default":0},"type":"spell","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-2.jpg"} -{"_id":"XbwGq5kDJNvAxNXV","name":"Gate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.

\n

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

\n

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

\n

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, Attack you, or help you.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":9,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A diamond at least worth 5000gp","consumed":false,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-orange-3.jpg"} -{"_id":"XqzXSKNR75ZdYTA9","name":"Divination","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-2.jpg"} -{"_id":"XvbiNhNqXXIFisIy","name":"Shocking Grasp","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

\n

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/lightning-blue-1.jpg"} -{"_id":"XzkJpE6XpZfKjODD","name":"True Seeing","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg"} -{"_id":"Y6oItIuhOJZ0i0FC","name":"Mass Heal","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["700","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"Y7uWUO4yqUN0JKl0","name":"Forcecage","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Spells cast into or out from the area.

\n

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

\n

This spell can’t be dispelled by Dispel Magic.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Ruby dust worth 1500gp","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"YBda6nLKjxdT1LbS","name":"Water Walk","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A piece of cork","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/skills/blue_20.jpg"} -{"_id":"YWtwzp6ZnQJMEmVW","name":"Plant Growth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-acid-2.jpg"} -{"_id":"Z9p1vezIn95jw1Yw","name":"Eldritch Blast","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

\n

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

","chat":"","unidentified":""},"source":"PHB pg. 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-eerie-1.jpg"} -{"_id":"ZPd73HtKF3At11jh","name":"Control Weather","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

\n

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-3.jpg"} -{"_id":"ZRqu3Xh9FmlBCZGy","name":"Eyebite","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the spell’s Duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

\n","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-3.jpg"} -{"_id":"ZU9d6woBdUP8pIPt","name":"Beacon of Hope","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-sky-3.jpg"} -{"_id":"ZVnL9L8v1KC9TBF4","name":"Imprisonment","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination Spells can’t locate or perceive the target.

\n

When you cast the spell, you choose one of the following forms of imprisonment.

\n

Burial. The target is entombed far beneath the earth in a Sphere of magical force that is just large enough to contain the target. Nothing can pass through the sph⁠ere, nor can any creature Teleport or use Planar Travel to get into or out of it. The spec⁠ia⁠l component for this version of the spell is a small mithral orb.

\n

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Restrained until the spell ends, and it can’t move or be moved by any means until then. The speci⁠al component for this version of the spell is a fine chain of precious metal.

\n

Hedged Prison. The spell transports the target into a tiny Demiplane that is warded against teleportation and Planar Travel. The Demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The speci⁠al component for this version of the spell is a miniature representation of the prison made from jade.

\n

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or Planar Travel. The gemstone can’t be cut or broken while the spell remains in effect. The s⁠pec⁠ial component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

\n

Slumber. The target falls asleep and can’t be awoken. The specia⁠l component for this version of the spell consists of rare soporific herbs.

\n

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable Actions or qualities and not based on intangibles such as level, class, or Hit Points.

\n

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the spe⁠cial component used to create it.

\n

You can use a particular spec⁠ial component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-fire-3.jpg"} -{"_id":"ZrTc23tToJ0JpH2h","name":"Jump","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature. The creature's jump distance is tripled until the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A grasshopper's hind leg","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-2.jpg"} -{"_id":"a2KJHCIbY5Mi4Dmn","name":"Arcane Hand","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s Duration, and it moves at your comma⁠nd, mimicking the movements of your own hand.

\n

The hand is an object that has AC 20 and Hit Points equal to your hit point maximum. If it drops to 0 Hit Points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

\n

When you cast the spell and as a Bonus Action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following Effects with it.

\n

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell Attack for the hand using your game Statistics. On a hit, the target takes 4d8 force damage.

\n

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

\n

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is Grappling the target, you can use a Bonus Action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your Spellcasting ability modifier.

\n

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different com⁠mand. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Stre⁠ngth score. If its Str⁠ength score is higher than the hand’s Str⁠ength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","force"]],"versatile":"2d6","value":""},"formula":"1d20+8","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An eggshell and a snakeskin glove","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-eerie-3.jpg"} -{"_id":"a3XtAO5n2GrqiAh5","name":"Create or Destroy Water","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-blue-2.jpg"} -{"_id":"aL1F8fvYLtNzUbKu","name":"Speak with Animals","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-1.jpg"} -{"_id":"aU62xVUBYkAQWIHv","name":"Nondetection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} -{"_id":"ap4dmtshjEbwU3Ts","name":"Rope Trick","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"spec","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Powdered corn extract and a twisted loop of parchment","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-spirit-1.jpg"} -{"_id":"arzCrMRgcNiQuh43","name":"Command","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-1.jpg"} -{"_id":"avD5XUtkBPQQR97c","name":"Fire Shield","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

","chat":"","unidentified":""},"source":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-red-3.jpg"} -{"_id":"bA2sk9eMKBeY7EPD","name":"Programmed Illusion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an Illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The i⁠llusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the i⁠llusion behaves and what sounds it makes. This scripted Performance can last up to 5 minutes.

\n

When the condition you specify occurs, the i⁠llusion springs into existence and performs in the manner you described. Once the i⁠llusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the i⁠llusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible Conditions that occur within 30 feet of the area. For example, you could create an i⁠llusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the i⁠llusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece and jade dust worth at least 25gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"bV3yun6MIuFj71Er","name":"Moonbeam","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, dim light fills the cylind⁠er.

\n

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

\n

A Shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

\n

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Several seeds of any moonseed plant and a piece of opalescent feldspar","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-3.jpg"} -{"_id":"bllEWfm9xfEKynhv","name":"Mind Blank","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Spells, and the Charmed condition. The spell even foils Wish s⁠pells and Spells or Effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-sky-3.jpg"} -{"_id":"bnjXlk13ZRJuf5d0","name":"Floating Disk","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the Duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

\n

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

\n

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A drop of mercury","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-1.jpg"} -{"_id":"cYI4RNNjI5GAmLhy","name":"Find the Path","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a Mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

\n

For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

","chat":"","unidentified":""},"source":"PHB pg. 240","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-jade-2.jpg"} -{"_id":"ccduLIvutyNqvkgv","name":"Unseen Servant","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command⁠ until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack⁠. If it drops to 0 hit points⁠, the spell ends.

\n

Once on each of your turns as a Bonus Action, you can mentally command⁠ the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending⁠, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command⁠, the servant performs the task to the best of its ability until it completes the task, then waits for your next command⁠.

\n

If you command⁠ the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A bit of string and of wood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-2.jpg"} -{"_id":"cdrYKaFi98YWaBMw","name":"Vicious Mockery","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_24.jpg"} -{"_id":"cg50KpBkBdPK6vPL","name":"Clairvoyance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

\n

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

\n

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-2.jpg"} -{"_id":"clwv2PWOcT822hlr","name":"Maze","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You banish a creature that you can see within range into a labyrinthine Demiplane. The target remains there for the Duration or until it escapes the maze.

\n

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a Minotaur or Goristro demon automatically succeeds).

\n

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"ctW81uiX56xZR2c5","name":"Ray of Frost","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-1.jpg"} -{"_id":"czXrVRx6XYRWsHAi","name":"Giant Insect","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You transform up to ten centipedes, three spiders, five wasps, or one Scorpion within range into giant versions of their natural forms for the Duration. A centipede becomes a Giant Centipede, a Spider becomes a Giant Spider, a wasp becomes a Giant Wasp, and a Scorpion becomes a Giant Scorpion.

\n

Each creature obeys your verbal commands, and in Combat, they act on Your Turn each round. The DM has the Statistics for these creatures and resolves their Actions and Movement.

\n

A creature remains in its giant size for the Duration, until it drops to 0 Hit Points, or until you use an action to dismiss the effect on it.

\n

The DM might allow you to choose different Targets. For example, if you transform a bee, its giant version might have the same Statistics as a Giant Wasp.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"spec","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-orange-2.jpg"} -{"_id":"d54VDyFulD9xxY7J","name":"Commune","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-sky-3.jpg"} -{"_id":"d9MwcXi7Il3HROXd","name":"Passwall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

\n

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of sesame seeds","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"dEfSELiY1eO3cpX9","name":"Conjure Woodland Beings","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n\n

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"One holly berry per creature summoned.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-orange-3.jpg"} -{"_id":"dLJhxDfeyOsc3zsY","name":"Blade Barrier","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-sky-3.jpg"} -{"_id":"dSTu1MaPhBqPITwM","name":"Contact Other Plane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

\n

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-eerie-3.jpg"} -{"_id":"da0a1t2FqaTjRZGT","name":"Freedom of Movement","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Spells and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/slice-spirit-2.jpg"} -{"_id":"dhqBY4TvVjxVmOZd","name":"Sleet Storm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

\n

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls Prone.

\n

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cylinder"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dust and a few drops of water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-blue-3.jpg"} -{"_id":"dl8YwvMboBqX2OC4","name":"Resistance","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d4","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A miniature clock","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-royal-1.jpg"} -{"_id":"dmvaMLFWFtv0qx0S","name":"Power Word Kill","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-jade-3.jpg"} -{"_id":"dp6xny4v8PDoIGjh","name":"Commune with Nature","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

\n

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

\n\n

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-acid-2.jpg"} -{"_id":"eCPQuQkIabFKTl9u","name":"Produce Flame","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.

\n

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-orange-2.jpg"} -{"_id":"eEpy1ONlXumKS1mp","name":"Dominate Monster","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-3.jpg"} -{"_id":"eGMhwmuleAM46C6L","name":"Prismatic Spray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

\n
    \n
  1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  2. \n
  3. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  4. \n
  5. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  6. \n
  7. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  8. \n
  9. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  10. \n
  11. Indigo. On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
  12. \n
  13. Violet. On a failed save, the target is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  14. \n
  15. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
  16. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-royal-3.jpg"} -{"_id":"ePhRKHXRE7l1sEoQ","name":"Project Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the i⁠llusion takes any damage, it disappears, and the spell ends.

\n

You can use your action to move this i⁠llusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On Your Turn as a Bonus Action, you can switch from using its se⁠nses to using your own, or back again. While you are using its sen⁠ses, you are Blinded and Deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an ⁠illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":500,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small replica of you made from material worth at least 5gp","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-3.jpg"} -{"_id":"eS7XnnApoxRxYXPs","name":"Charm Person","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-magenta-2.jpg"} -{"_id":"ehvmg9U9fcMEhE4z","name":"Call Lightning","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

\n

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

\n

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

\n

Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"cylinder"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","lightning"]],"versatile":"4d10"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/lighting-sky-2.jpg"} -{"_id":"ej6wyY4G1gOcb1U6","name":"Magic Jar","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

\n

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

\n

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

\n

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

\n

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

\n

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

\n

When the spell ends, the container is destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem, crystal, reliquary, or some other ornamental container worth at least 500gp","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-eerie-3.jpg"} -{"_id":"etgcR9wqmrhyZ0tx","name":"Grease","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

\n

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of pork rind or butter","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-1.jpg"} -{"_id":"ew6GA8dJy2spQmFW","name":"Wind Wall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the Duration.

\n

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

\n

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects⁠ can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows⁠, bolts, and other ordinary projectiles launched at targets⁠ behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in g⁠aseous form can’t pass through it.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":50,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny fan and a feather of exotic origin","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-sky-3.jpg"} -{"_id":"f38w5rd9SgdmWc6F","name":"Mirage Arcane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

\n

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

\n

The Illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede Movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

\n

Creatures with Truesight can see through the Illusion to the terrain’s true form; however, all other elements of the illu⁠sion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illus⁠ion.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"mi","type":"square"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-blue-3.jpg"} -{"_id":"fVbCxFRaORalHB20","name":"Scrying","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-eerie-3.jpg"} -{"_id":"fkREcytuZ8sngWtC","name":"Planar Ally","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You beseech an otherworldly entity for aid. The being must be known to you: a god, a Primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

\n

When the creature appears, it is under no Compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its Services.

\n

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or Magic Items to an allied Temple, while a fiend might demand a living sacrifice or a gift of Treasure. Some creatures might exchange their service for a quest undertaken by you.

\n

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

\n

After the creature completes the task, or when the agreed-upon Duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

\n

A creature enlisted to join your group counts as a member of it, receiving a full share of Experience Points awarded.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"fzZnVKLmBMo2f5up","name":"Wall of Ice","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

\n

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

\n

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points⁠⁠ per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points⁠ destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","cold"]],"versatile":"5d6"},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small piece of quartz","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-blue-3.jpg"} -{"_id":"g2u9PYfqWQAyg9OI","name":"Poison Spray","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

⁠This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-acid-2.jpg"} -{"_id":"gMrWeG8fMDPRFiVe","name":"Entangle","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself.

\n

When the spell ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-acid-2.jpg"} -{"_id":"gXtzz9t1DTzJeLr4","name":"Locate Creature","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":4,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-royal-3.jpg"} -{"_id":"ge3Saet9zPTDyaoL","name":"Heroism","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-2.jpg"} -{"_id":"ghXTfe7sgCbgf1Q8","name":"Detect Magic","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-2.jpg"} -{"_id":"gopnZvS0c2jD5FP8","name":"Tongues","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/light_07.jpg"} -{"_id":"gvdA9nPuWLck4tBl","name":"Sanctuary","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-sky-2.jpg"} -{"_id":"h830iyqParFleNqR","name":"Clone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

","chat":"","unidentified":""},"source":"PHB pg. 222","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.","consumed":true,"cost":null,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-2.jpg"} -{"_id":"hDOENzjuj5WpLq7B","name":"Animal Friendship","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-2.jpg"} -{"_id":"hJ6ZiA3fpoY8v9cp","name":"Darkvision","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Either a pinch of dried carrot or an agate","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-1.jpg"} -{"_id":"hYCrN82dMJFuJODB","name":"Feeblemind","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You blast the mind of a creature that you can see within range, attempting to shat⁠ter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

\n

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast Spells, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, ide⁠ntify its frie⁠nds, follow them, and even protect them.

\n

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

\n

The spell can also be ended by Greater Restoration, heal, or wish.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":8,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of clay, crystal, glass, or mineral spheres","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-eerie-3.jpg"} -{"_id":"hzK7FQya0BDjSmLE","name":"Sunburst","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw.

\n

A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer b⁠linded.

\n

This spell dispels any Darkness in its area that was created by a spell.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Fire and a piece of sunstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-3.jpg"} -{"_id":"icZokbgV1jIMpNCv","name":"Message","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/light_07.jpg"} -{"_id":"j8NtLXOOJ3GAKF8I","name":"Protection from Energy","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-jade-2.jpg"} -{"_id":"j8S49Rea8b1640Zi","name":"Holy Aura","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all Saving Throws, and other creatures have disadvantage on Attack rolls against them until the spell ends. In addition, when a fiend or an Undead hits an affected creature with a melee atta⁠ck, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be Blinded until the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"value":"","scaling":"spell"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-sky-3.jpg"} -{"_id":"jZ6JNykRtdQ90MOo","name":"Shield of Faith","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-sky-2.jpg"} -{"_id":"jccbeBIfLrqEZnDP","name":"Simulacrum","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

\n

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

\n

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

\n

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

","chat":"","unidentified":""},"source":"PHB pg. 276","activation":{"type":"hour","cost":12,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell","consumed":true,"cost":1500,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-royal-3.jpg"} -{"_id":"jhhT9PsHy5A7EojO","name":"Resurrection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"jmfu8zj4zjjzUbeh","name":"Prismatic Wall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

\n

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute.

\n

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

\n

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the spell. An Antimagic Field has no effect on the wall, and Dispel Magic works only against the violet layer.

\n
    \n
  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical Ranged Attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. \n
  3. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical Ranged Attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  4. \n
  5. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  6. \n
  7. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
  8. \n
  9. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  10. \n
  11. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n\n
  12. \n
  13. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or a similar spell of equal or higher level that can end Spells and magical Effects.
  14. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"units":"ft","type":"wall"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-2.jpg"} -{"_id":"kSPRpeIx3w3nihrF","name":"Dream","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"spell"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-3.jpg"} -{"_id":"kjmjY0zlE6IEiQVL","name":"Mending","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-blue-1.jpg"} -{"_id":"kozNy29b0X6exFhY","name":"Flesh to Stone","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

\n

A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the Duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your Concentration on this spell for the entire possible Duration, the creature is turned to stone until the effect is removed.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of lime, water, and earth","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-blue-2.jpg"} -{"_id":"ksaaTxIbKx2sJfia","name":"Inflict Wounds","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-jade-2.jpg"} -{"_id":"l9Ju5KE7bbn3WpTm","name":"Hold Monster","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This spell has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small straight up piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-fire-2.jpg"} -{"_id":"lnaGnxMzpYnbw1uU","name":"Creation","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

\n

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n\n

Using any material created by this spell as another spell’s material component causes that spell to fail.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/vines-eerie-3.jpg"} -{"_id":"mF52ldF79Cr7wfQo","name":"Meteor Swarm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius s⁠phere centered on each point you choose must make a Dexterity saving throw. The s⁠phere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The spell damages o⁠bjects in the area and ignites flammable o⁠bjects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":40,"units":"ft","type":"sphere"},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["20d6","bludgeoning"],["20d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":9,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-3.jpg"} -{"_id":"mGGlcLdggHwcL7MG","name":"True Strike","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight⁠ into the target’s defenses. On your next turn, you gain advantage on your first attack⁠ roll against the target, provided that this spell hasn’t ended.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"div","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/enchant-sky-1.jpg"} -{"_id":"mbFw57uyfLkyiw5k","name":"Seeming","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

\n

The spell disguises physical appearance as well as clothing, armor, Weapons, and Equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The spell lasts for the Duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence  (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"mgFqi0ev8f7Ut19y","name":"Heroes' Feast","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

\n

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A gem-encrusted bowl worth at least 1000gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-royal-3.jpg"} -{"_id":"n4JDcFKe5ikzYmAc","name":"Gentle Repose","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-blue-2.jpg"} -{"_id":"n9pJzTDsAwQxJVRl","name":"Sacred Flame","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-orange-2.jpg"} -{"_id":"nqBDWkVOfcGZt4YU","name":"Faerie Fire","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fire-arrows-jade-2.jpg"} -{"_id":"nslx2nT3p4lNkmdp","name":"Major Image","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-magenta-2.jpg"} -{"_id":"o8Dh7fblk1d16tnO","name":"Healing Word","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-1.jpg"} -{"_id":"o9ZCvuD2B1OTcubb","name":"Wall of Force","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

\n

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-magenta-3.jpg"} -{"_id":"oIzA2MEHwxhtQneU","name":"Minor Illusion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_12.jpg"} -{"_id":"ohqAIBg6de989CIo","name":"Animal Shapes","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

\n

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

\n

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"any","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-3.jpg"} -{"_id":"oyE5nVppa5mde5gT","name":"Animate Dead","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/horror-red-2.jpg"} -{"_id":"pB7XVYwdGNcUG935","name":"Glyph of Warding","permission":{"default":0},"type":"spell","data":{"description":{"value":"

When you cast this spell, you inscribe a glyph that affects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

\n

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

\n

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

\n

You can further refine the trigger so the spell activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose explosive runes or a spell glyph.

\n

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

\n

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Incense and powdered diamond worth at least 200gp, which the spell consumes","consumed":true,"cost":200,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-2.jpg"} -{"_id":"pO4zGe5LmFIYqJiL","name":"Bestow Curse","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

\n\n

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

\n

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"value":"","scaling":"spell"},"level":3,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/haste-fire-2.jpg"} -{"_id":"pRMvmknwLf2tdMTj","name":"Pass without Trace","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Ashes from a burned leaf of mistletoe and a sprig of spruce","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-air-1.jpg"} -{"_id":"pV04y1iXoWiom6bp","name":"Incendiary Cloud","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius Sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":8,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-orange-3.jpg"} -{"_id":"pn4SnsFDvYDiE6rC","name":"Magnificent Mansion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You conjure an extradimensional dwelling in range that lasts for the Duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is Invisible.

\n

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

\n

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent Servants attends all who enter. You decide the visual appearance of these Servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t Attack or take any action that would directly harm another creature. Thus the Servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The Servants can go anywhere in the mansion but can’t leave it. Furnishings and other Objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5gp","consumed":false,"cost":15,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-royal-3.jpg"} -{"_id":"ppWAAEul0QHtm4er","name":"Detect Thoughts","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/light-eerie-2.jpg"} -{"_id":"pub0OWVEB71XQx1n","name":"Feather Fall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A small feather or piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-magenta-2.jpg"} -{"_id":"pxpb2eOB6bv4phAf","name":"Banishment","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"spell"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-3.jpg"} -{"_id":"pybg5MNc3lkerH4Y","name":"Blight","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":4,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-acid-3.jpg"} -{"_id":"qLeEXZDbW5y4bmLY","name":"True Resurrection","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":9,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes","consumed":true,"cost":25000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"qcYitWoSMTnKkzM1","name":"Heal","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. This spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on constructs or Undead.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"10"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-3.jpg"} -{"_id":"r3243JU4AyQJyfX4","name":"Modify Memory","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes Charmed by you for the Duration. The cha⁠rmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

\n

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

\n

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, Alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

\n

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

","chat":"","unidentified":""},"source":"PHB pg. 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-3.jpg"} -{"_id":"s7nXgot5gGZVcMrv","name":"Transport via Plants","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of Movement.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":2,"units":"spec","type":"object"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/leaf-jade-3.jpg"} -{"_id":"sTIkQK7KuQNOyY0C","name":"Hallucinatory Terrain","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren’t changed in appearance.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn’t obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A stone, a twig, and a bit of green plant","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-jade-2.jpg"} -{"_id":"tEpDmYZNGc9f5OhJ","name":"Greater Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":4,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-water-air-3.jpg"} -{"_id":"tMH6Ivn4GmE1naMj","name":"Harm","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

","chat":"","unidentified":""},"source":"PHB pg. 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rip-magenta-3.jpg"} -{"_id":"uAwtVZkiSTyP6ORB","name":"Telepathic Bond","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

\n

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":9,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"Pieces of eggshell from two different kinds of creatures","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/spells/link-blue-1.jpg"} -{"_id":"uCud2s4TjMfjiXUb","name":"Spirit Guardians","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/needles-sky-2.jpg"} -{"_id":"uUWb1wZgtMou0TVP","name":"Cure Wounds","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-jade-1.jpg"} -{"_id":"udsLtG0BugXHR2JQ","name":"Prestidigitation","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg"} -{"_id":"vrN18tbTw7io5MWd","name":"Chill Touch","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

\n

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

\n

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/ice-blue-1.jpg"} -{"_id":"wJKpSvSTbSkTjqyb","name":"Shatter","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

\n

Higher Levels. When you cast this spell using a 3 or higher level spell slot, the damage of the spell increases by 1d8 for each level of higher spell slot 2.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A chip of mica","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/explosion-sky-2.jpg"} -{"_id":"wXzkqpeFP8eWgJzK","name":"Antilife Shell","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

\n

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

\n

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-jade-2.jpg"} -{"_id":"wpx42mtoZ5BmXRs1","name":"Phantom Steed","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 265","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wild-jade-2.jpg"} -{"_id":"wqfAVANuQonNBgnL","name":"Misty Step","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-grasp-air-1.jpg"} -{"_id":"wvLbtemkH8gyBpdc","name":"Sequester","permission":{"default":0},"type":"spell","data":{"description":{"value":"

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the Duration. When you cast the spell and touch the target, it becomes Invisible and can’t be targeted by d⁠ivination s⁠pells or perceived through Scrying sensors created by Divination Spells.

\n

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

\n

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the Tarrasque awakens.” This spell also ends if the target takes any damage.

","chat":"","unidentified":""},"source":"PHB pg. 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":7,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes","consumed":true,"cost":5000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-2.jpg"} -{"_id":"x5JNBSyIBBZsjcGT","name":"Earthquake","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the Duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s Concentration is broken.

\n

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This spell can have additional Effects depending on the terrain in the area, as determined by the DM.

\n

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":8,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of dirt, a piece of rock, and a lump of clay","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-orange-3.jpg"} -{"_id":"xNM9CzQQr2CieM4B","name":"Demiplane","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":8,"school":"con","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"xmDBqZhRVrtLP8h2","name":"Protection from Evil and Good","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/protect-sky-2.jpg"} -{"_id":"y8A4HfTwd93ypdEz","name":"Magic Circle","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylin⁠der intersects with the floor or other surface.

\n

Choose one or more of the following types of creatures: Celestials, Elementals, fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

\n\n

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cyl⁠inder and protecting targ⁠ets outside it.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 Hour for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"cylinder"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"value":"","scaling":"spell"},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Holy water or powdered silver and iron worth at least 100gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"yI0XWIgI0IGGsR3R","name":"Move Earth","permission":{"default":0},"type":"spell","data":{"description":{"value":"

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

\n

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

\n

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.

\n

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

\n

Similarly, this spell doesn’t directly affect Plant Growth. The moved earth carries any Plants along with it.

","chat":"","unidentified":""},"source":"PHB pg. 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":2,"units":"hour"},"target":{"value":40,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An iron blade and a small bag containing a mixture of soils- clay, loam, and sand","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/rock-orange-3.jpg"} -{"_id":"yN3XZZujhR4aVvPa","name":"Conjure Fey","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

\n

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB pg. 226","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"any","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-blue-3.jpg"} -{"_id":"yfbK8gZqESlaoY5t","name":"Fly","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-spirit-1.jpg"} -{"_id":"yqUDoxk4x0NWG5Bz","name":"Slow","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

\n

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A drop of molasses.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fog-magenta-2.jpg"} -{"_id":"yw0tYQkOMCgKZ8Ur","name":"Guards and Wards","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

\n

When you cast this spell, you can specify individuals that are unaffected by any or all of the Effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these Effects.

\n

Guards and wards creates the following Effects within the warded area.

\n

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an Illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

\n

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

\n

Other Spell Effect. You can place your choice of one of the following magical Effects within the warded area of the stronghold.

\n\n

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10gp","consumed":false,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/runes-magenta-3.jpg"} -{"_id":"z1mx84ONwkXKUZd7","name":"Shield","permission":{"default":0},"type":"spell","data":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"reaction","cost":1,"condition":"Which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"target":{"value":0,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/spells/protect-magenta-1.jpg"} -{"_id":"zMAWdyc8UVb37BK4","name":"Suggestion","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/air-burst-magenta-2.jpg"} -{"_id":"zMEo5DKK8uxsuWnq","name":"Reincarnate","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

\n

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Race
01-04Dragonborn
05-13Dwarf, hill
14-21Dwarf, mountain
22-25Elf, dark
26-34Elf, high
35-42Elf, wood
43-46Gnome, forest
47-52Gnome, rock
53-56Half-elf
57-60Half-orc
61-68Halfling, lightfoot
69-79Halfling, stout
77-96Human
97-00Tiefling
\n

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its Racial Traits accordingly.

","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":5,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"Rare oils and unguents worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/heal-sky-3.jpg"} -{"_id":"zPGohqJRir6MyQ3U","name":"Expeditious Retreat","permission":{"default":0},"type":"spell","data":{"description":{"value":"

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/wind-sky-1.jpg"} -{"_id":"ztgcdrWPshKRpFd0","name":"Fireball","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/fireball-red-2.jpg"} -{"_id":"zwGsAv6kmwzYGhh3","name":"Blindness/Deafness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} -{"_id":"Eon0jzGzQRNluTPQ","name":"Antimagic Field","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

\n

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

\n

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

\n

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

\n

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

\n

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

","chat":"","unidentified":""},"source":"PHB pg. 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":"","scaling":"spell"},"level":8,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A pinch of powdered iron or iron filings","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/shielding-eerie-3.jpg"} -{"_id":"jmfu8zj4zjjzUbeh","name":"Prismatic Wall","permission":{"default":0},"type":"spell","data":{"description":{"value":"

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

\n

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute.

\n

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

\n

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the spell. An Antimagic Field has no effect on the wall, and Dispel Magic works only against the violet layer.

\n
    \n
  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical Ranged Attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. \n
  3. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical Ranged Attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  4. \n
  5. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  6. \n
  7. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
  8. \n
  9. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  10. \n
  11. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n\n
  12. \n
  13. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or a similar spell of equal or higher level that can end Spells and magical Effects.
  14. \n
","chat":"","unidentified":""},"source":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"units":"ft","type":"wall"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":9,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/beam-royal-2.jpg"} -{"_id":"pxpb2eOB6bv4phAf","name":"Banishment","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":0,"value":"","scaling":"spell"},"level":4,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/link-eerie-3.jpg"} -{"_id":"ZRqu3Xh9FmlBCZGy","name":"Eyebite","permission":{"default":0},"type":"spell","data":{"description":{"value":"

For the spell’s Duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

\n","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":6,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-3.jpg"} -{"_id":"zwGsAv6kmwzYGhh3","name":"Blindness/Deafness","permission":{"default":0},"type":"spell","data":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":2,"school":"nec","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg"} diff --git a/packs/tradegoods.db b/packs/tradegoods.db deleted file mode 100644 index c7c6f731..00000000 --- a/packs/tradegoods.db +++ /dev/null @@ -1,23 +0,0 @@ -{"name":"Pepper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Peppercorns are the tiny fruit, or drupe, of the pepper plant, a flowering vine also known as the piper nigrum. Highly prized by chefs for its versaility and can be utilized in a pinch by adventurers when ground down for distractions and shenanigans. 

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/spices.jpg","_id":"8SQ7vyE6gevpfJvn"} -{"name":"Silver","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Silver has long been appreciated for its unreactive nature and ease with which it can be shaped into the finest of decorations, adornments, and of course used as coin.

\n

Silver is rarely found in its native form in nuggets. Normally it is found mixed with other substances like sulfur or chlorine, in ores, or as an alloy with the likes of gold. Surface silver can be found, but is much more commonly mined underground. Silver mining is lucrative and can inspire silver-rushes.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-silver.jpg","_id":"9t5X9HG9ou6YMSdJ"} -{"_id":"CrcfT5jwcJTPTsfQ","name":"Flour","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Grain that has been ground by a miller in the next step along the food chain.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bowl-broth.jpg"} -{"name":"Platinum","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Far rarer than gold, platinum may either be treated as the pinnacle of wealth, or the vestige of a bygone age that may be met with distrust or envy.

\n

Unlike gold, platinum is almost exclusively mined underground.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":500,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-silver.jpg","_id":"Eyl9QYZcM9CYIqbA"} -{"name":"Linen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of linen of average quality and weight. Used for all many of items and clothing.

\n

Longer lasting than cotton, its durability and breathability make it particularly valued in warm climtes.

\n

Different types of linen do exist, with lighter weaves starting at 6 ounces per square yard, and the rest going up to 15 ounces.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.6,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg","_id":"Gh1JxTlM9aRGNrUH"} -{"name":"Gold","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Gold is the king of currency for many civilizations. Usually more common than the likes of platinum, but nowhere near as common as other metals like iron, it occupies a sweet spot in rarity and unreactiveness.

\n

Unlike silver, gold can be found more easily on the surface. Both surface and underground mining can be extremely profitable. Gold rushes can and have been a source a great happiness and huge tragedy.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-gold.jpg","_id":"HHh7Ihuk8ToxJzQX"} -{"name":"Saffron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Likely to be one of the most highly prized ingredients in the world, saffron is so expensive because it is so labor-intensive to produce. Made from the Crocus sativus, or more commonly the \"saffron crocus\", it takes 80,000 crocus flowers to produce 1 pound of saffron. By weight, it is worth more than gold. Treasured by the most discerning of cooks and apothecaries for its flavoring and purported health benefits.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/spices.jpg","_id":"Mrmkw4uaWX6UKpbn"} -{"name":"Sheep","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A useful creature for small-area farmers and highland dwellers, though not quite as nimble as goats, they have the valuable ability to be sheared every year, giving people a source of clothing, rugs, and throws for beds and chairs. Their larger size also means they are more valuable for slaughter.

\n

Depending on the breed, adult sheep can range from 100 pounds all the way up to 350 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":225,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-hoof.jpg","_id":"P29EeDJQrJJXOIuK"} -{"name":"Cinnamon","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Taken from the inner bark of the cinnamon tree, a popular if slightly rarer spice, amongst chefs of the world. Adored by children when combined with sugar to make many kinds of treats.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/spices.jpg","_id":"Pn04ySJYcG06Jc4a"} -{"name":"Iron","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Often the workhorse of the metalworker, iron is appreciated for its relative abundence and ease of attainment. Surface iron can be found from fallen meteors and xenoliths, but is much more commonly mined underground. However, care must be given otherwise rust will take its toll.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-silver.jpg","_id":"V3uxNwciT4Ln7S4k"} -{"name":"Ginger","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A spice that comes from the fresh or dried root of the ginger plant Zingiber officinale. It belongs to the same family as tumeric and cardamom.

\n

Valued by chefs and sweet-makers, loved by children and those with spicier tastes.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/plant-root.jpg","_id":"VcHmykfFBurKzCO6"} -{"name":"Cow","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A creature for large-area farmers, cows require large areas of flat grazing meaning they are not as common as other livestock. However, they live longer, and give far more milk. They are also a source for much more durable leather that is less prone to cracking and is resistant to heat and dirt.

\n

Depending in the gender and breed, adult cows can weigh between 1,000 and 1,800 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1400,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-ribs.jpg","_id":"W6pJovmnVyjbk0fA"} -{"name":"Ox","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Essentially a specially trained beef or dairy steer that has reached the age of 5. These heavy-duty beasts of burden can pull or carry up to and over their own body weight. Used for a multitude of tasks like hauling wagons, threshing grain, powering machines that irrigate or grind grain, and even been ridden, oxen are highly prized creatures for workers in a range of fields.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":2250,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-tusk.jpg","_id":"WCbKUQcahzQQX0pL"} -{"_id":"WdPAGBRUWYaS0TNQ","name":"Wheat","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A common ingredient for bread, beer, and more; this staple often forms the base of a diet for people where their land is open and relatively flat, the weather temperate, and the area safe enough for farmers to operate.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/grain.jpg"} -{"name":"Pig","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A creature for medium- or larger area farmers, pigs breed relatively quickly and are sturdy creatures that provide all manner of cooking possibilities for the enterprizing cook, foremost of which is of course bacon. Their skin can also be used as a cheaper leather, but it is less tear-resistant compared to lamb or goat. Pigs are also the source of lard.

\n

Most pigs weigh between 250 and 270 pounds at slaughter as it gives optimal retail cuts and medium fat covering.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":260,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/meat.jpg","_id":"YJ2pBio6uEg5vhgN"} -{"name":"Cotton","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of cotton of average quality and weight. Used for all many of items and clothing.

\n

Far lighter, more comfortable, and easier to work with than canvas; however, the comparatively more delicate crop means it is accordingly more expensive and potentially harder to come by.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-green.jpg","_id":"ZcAgZHJ1hhqbedLF"} -{"name":"Copper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Coveted by advanced shipwrights, alchemists, certain jewelers, and chefs alike, copper is commonly surface mined but underground mining exists when surface sources have been depleted or unable to be located.

\n

Although it can be used for armor, it is far better mixed with tin to make the much more superior bronze alloy for military needs.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bar-bronze.jpg","_id":"aXWzDW0huOa0WuIO"} -{"_id":"eDVTXE3qv28DwvPl","name":"Salt","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Prized by chefs and quartermasters alike as a seasoning and preservative for supplies where alcohol or vinegar are undesired.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/soup.jpg"} -{"name":"Silk","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of silk of average quality and weight. Used for all many of items and clothing.

\n

The finest and most desirable of the common fabrics, silk is also the lightest. Most silks will weigh between 2 and 4 ounces per square yard. The heavier the silk, the higher the quality, more durable, and more opaque in color it is.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":0.2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","_id":"jad5oFMDv21mPvJP"} -{"_id":"l1YRv9sdhQPaSQop","name":"Chicken","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The source of omelettes and chicken wings, the average adult chicken weighs between 5 and 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":8,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-beak.jpg"} -{"name":"Canvas","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A square yard of canvas of average quality and weight. Used for all many of items and clothing.

\n

Graded from 1 to 12, the lower the number, the better the quality and the heavier the weight. #1 quality canvas weighs around 1.7 pounds per square yard, while the weaker, lighter #12 can weigh only 0.7 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":1.2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-red.jpg","_id":"mFJkwdzb9IpLC3Ip"} -{"name":"Goat","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A useful creature for small-area farmers and highland dwellers, goats are effective at keeping meadows from overgrowing while providing milk, cheese, and eventually skins and meat.

\n

Depending on the breed, adult goats can range from 45 pounds all the way up to 300 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 157","quantity":1,"weight":175,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-hoof.jpg","_id":"pMj0mA1wyEhoO6zP"} -{"name":"Cloves","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A strong spice treasured by both chefs and distillers, working well to flavor meat and stews, rich sauces, warm beverages like cider and chai tea, bread, cheeses, and sweet desserts like pies and fruitcakes. 

\n

Cloves are the rich, dried, unopened buds of the Syzygium aromaticum, an evergreen tree in the myrtle family.

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