From c208552f70cb1dd764a57f91d877ab231a61f21d Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Tue, 19 Jan 2021 21:28:45 -0500 Subject: [PATCH] DND5e Core 1.2.3 DND5e Core 1.2.3 modded to SW5e System --- module/actor/entity.js | 85 ++++++++++++++++++------------- module/actor/sheets/base.js | 5 ++ module/apps/ability-use-dialog.js | 2 + module/chat.js | 11 ++-- module/combat.js | 14 +---- module/dice.js | 8 +-- module/item/entity.js | 17 ++++--- packs/monsters.db | 4 +- system.json | 4 +- 9 files changed, 82 insertions(+), 68 deletions(-) diff --git a/module/actor/entity.js b/module/actor/entity.js index 1fc8d720..82a3503d 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -459,8 +459,8 @@ export default class Actor5e extends Actor { return weight + (q * w); }, 0); - // [Optional] add Currency Weight - if ( game.settings.get("sw5e", "currencyWeight") ) { + // [Optional] add Currency Weight (for non-transformed actors) + if ( game.settings.get("sw5e", "currencyWeight") && actorData.data.currency ) { const currency = actorData.data.currency; const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0); weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; @@ -554,41 +554,56 @@ export default class Actor5e extends Actor { const isNPC = this.data.type === 'npc'; let initial = {}; switch ( itemData.type ) { + case "weapon": - initial["data.equipped"] = isNPC; // NPCs automatically equip weapons - let hasWeaponProf = isNPC; // NPCs automatically have weapon proficiency - if ( !isNPC ) { - const weaponProf = { - "natural": true, - "simpleM": "sim", - "simpleR": "sim", - "martialM": "mar", - "martialR": "mar" - }[itemData.data?.weaponType]; - const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || []; - hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); + if ( getProperty(itemData, "data.equipped") === undefined ) { + initial["data.equipped"] = isNPC; // NPCs automatically equip weapons + } + if ( getProperty(itemData, "data.proficient") === undefined ) { + if ( isNPC ) { + initial["data.proficient"] = true; // NPCs automatically have equipment proficiency + } else { + const weaponProf = { + "natural": true, + "simpleM": "sim", + "simpleR": "sim", + "martialM": "mar", + "martialR": "mar" + }[itemData.data?.weaponType]; // Player characters check proficiency + const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || []; + const hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); + initial["data.proficient"] = hasWeaponProf; + } } - initial["data.proficient"] = hasWeaponProf; break; + case "equipment": - initial["data.equipped"] = isNPC; // NPCs automatically equip equipment - let hasEquipmentProf = isNPC; // NPCs automatically have equipment proficiency - if ( !isNPC ) { - const armorProf = { - "natural": true, - "clothing": true, - "light": "lgt", - "medium": "med", - "heavy": "hvy", - "shield": "shl" - }[itemData.data?.armor?.type]; - const actorArmorProfs = this.data.data.traits?.armorProf?.value || []; - hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf); + if ( getProperty(itemData, "data.equipped") === undefined ) { + initial["data.equipped"] = isNPC; // NPCs automatically equip equipment + } + if ( getProperty(itemData, "data.proficient") === undefined ) { + if ( isNPC ) { + initial["data.proficient"] = true; // NPCs automatically have equipment proficiency + } else { + const armorProf = { + "natural": true, + "clothing": true, + "light": "lgt", + "medium": "med", + "heavy": "hvy", + "shield": "shl" + }[itemData.data?.armor?.type]; // Player characters check proficiency + const actorArmorProfs = this.data.data.traits?.armorProf?.value || []; + const hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf); + initial["data.proficient"] = hasEquipmentProf; + } } - initial["data.proficient"] = hasEquipmentProf; break; + case "power": - initial["data.prepared"] = true; // NPCs automatically prepare powers + if ( getProperty(itemData, "data.proficient") === undefined ) { + initial["data.prepared"] = isNPC; // NPCs automatically prepare powers + } break; } mergeObject(itemData, initial); @@ -1108,7 +1123,7 @@ export default class Actor5e extends Actor { // Recover power slots for ( let [k, v] of Object.entries(data.powers) ) { - updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0); + updateData[`data.powers.${k}.value`] = Number.isNumeric(v.override) ? v.override : (v.max ?? 0); } // Recover pact slots. @@ -1232,10 +1247,10 @@ export default class Actor5e extends Actor { } // Get the original Actor data and the new source data - const o = this.toJSON(); + const o = duplicate(this.toJSON()); o.flags.sw5e = o.flags.sw5e || {}; o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves}; - const source = target.toJSON(); + const source = duplicate(target.toJSON()); // Prepare new data to merge from the source const d = { @@ -1266,7 +1281,7 @@ export default class Actor5e extends Actor { // Handle wildcard if ( source.token.randomImg ) { const images = await target.getTokenImages(); - d.token.img = images[0]; + d.token.img = images[Math.floor(Math.random() * images.length)]; } // Keep Token configurations @@ -1350,7 +1365,7 @@ export default class Actor5e extends Actor { newTokenData.actorId = newActor.id; return newTokenData; }); - return canvas.scene.updateEmbeddedEntity("Token", updates); + return canvas.scene?.updateEmbeddedEntity("Token", updates); } /* -------------------------------------------- */ diff --git a/module/actor/sheets/base.js b/module/actor/sheets/base.js index d2a25f7f..54e5b7da 100644 --- a/module/actor/sheets/base.js +++ b/module/actor/sheets/base.js @@ -619,6 +619,11 @@ export default class ActorSheet5e extends ActorSheet { itemData = scroll.data; } + // Ignore certain statuses + if ( itemData.data ) { + ["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]); + } + // Create the owned item as normal return super._onDropItemCreate(itemData); } diff --git a/module/apps/ability-use-dialog.js b/module/apps/ability-use-dialog.js index a0f8b716..cc277f9b 100644 --- a/module/apps/ability-use-dialog.js +++ b/module/apps/ability-use-dialog.js @@ -168,6 +168,8 @@ export default class AbilityUseDialog extends Dialog { type: item.data.consumableType, value: uses.value, quantity: item.data.quantity, + max: uses.max, + per: CONFIG.SW5E.limitedUsePeriods[uses.per] }); } diff --git a/module/chat.js b/module/chat.js index f5b72e8d..f8ab035f 100644 --- a/module/chat.js +++ b/module/chat.js @@ -66,7 +66,7 @@ export const displayChatActionButtons = function(message, html, data) { export const addChatMessageContextOptions = function(html, options) { let canApply = li => { const message = game.messages.get(li.data("messageId")); - return message.isRoll && message.isContentVisible && canvas.tokens.controlled.length; + return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length; }; options.push( { @@ -103,15 +103,16 @@ export const addChatMessageContextOptions = function(html, options) { * Apply rolled dice damage to the token or tokens which are currently controlled. * This allows for damage to be scaled by a multiplier to account for healing, critical hits, or resistance * - * @param {HTMLElement} roll The chat entry which contains the roll data + * @param {HTMLElement} li The chat entry which contains the roll data * @param {Number} multiplier A damage multiplier to apply to the rolled damage. * @return {Promise} */ -function applyChatCardDamage(roll, multiplier) { - const amount = roll.find('.dice-total').text(); +function applyChatCardDamage(li, multiplier) { + const message = game.messages.get(li.data("messageId")); + const roll = message.roll; return Promise.all(canvas.tokens.controlled.map(t => { const a = t.actor; - return a.applyDamage(amount, multiplier); + return a.applyDamage(roll.total, multiplier); })); } diff --git a/module/combat.js b/module/combat.js index b404dd85..d65ea146 100644 --- a/module/combat.js +++ b/module/combat.js @@ -12,7 +12,7 @@ export const _getInitiativeFormula = function(combatant) { let nd = 1; let mods = ""; - + if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1"; if (actor.getFlag("sw5e", "initiativeAdv")) { nd = 2; @@ -26,15 +26,3 @@ export const _getInitiativeFormula = function(combatant) { if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100); return parts.filter(p => p !== null).join(" + "); }; - -/** - * When the Combat encounter updates - re-render open Actor sheets for combatants in the encounter. - */ -Hooks.on("updateCombat", (combat, data, options, userId) => { - const updateTurn = ("turn" in data) || ("round" in data); - if ( !updateTurn ) return; - for ( let t of combat.turns ) { - const a = t.actor; - if ( t.actor ) t.actor.sheet.render(false); - } -}); diff --git a/module/dice.js b/module/dice.js index c05dd3df..cea097fd 100644 --- a/module/dice.js +++ b/module/dice.js @@ -42,7 +42,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen [constantPart, rollableFormula] : [rollableFormula, constantPart]; - + // Join the parts with a + sign, pass them to `Roll` once again to clean up the formula return new Roll(parts.filterJoin(" + ")).formula; } @@ -52,7 +52,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) /** * Only some terms are supported by simplifyRollFormula, this method returns true when the term is not supported. * @param {*} term - A single Dice term to check support on - * @return {Boolean} True when unsupported, false if supported + * @return {Boolean} True when unsupported, false if supported */ function _isUnsupportedTerm(term) { const diceTerm = term instanceof DiceTerm; @@ -110,8 +110,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ let adv = 0; fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); if (fastForward) { - if ( advantage || event.altKey ) adv = 1; - else if ( disadvantage || event.ctrlKey || event.metaKey ) adv = -1; + if ( advantage ?? event.altKey ) adv = 1; + else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1; } // Define the inner roll function diff --git a/module/item/entity.js b/module/item/entity.js index cbdc4c5e..e1103c5b 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -222,12 +222,14 @@ export default class Item5e extends Item { // Item Actions if ( data.hasOwnProperty("actionType") ) { + // if this item is owned, we populate the label and saving throw during actor init + if (!this.isOwned) { + // Saving throws + this.getSaveDC(); - // Saving throws - this.getSaveDC(); - - // To Hit - this.getAttackToHit(); + // To Hit + this.getAttackToHit(); + } // Damage let dam = data.damage || {}; @@ -283,7 +285,7 @@ export default class Item5e extends Item { * - item's actor's proficiency bonus if applicable * - item's actor's global bonuses to the given item type * - item's ammunition if applicable - * + * * @returns {Object} returns `rollData` and `parts` to be used in the item's Attack roll */ getAttackToHit() { @@ -886,7 +888,8 @@ export default class Item5e extends Item { if ( powerLevel ) rollData.item.level = powerLevel; // Configure the damage roll - const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`; + const actionFlavor = game.i18n.localize(itemData.actionType === "heal" ? "SW5E.Healing" : "SW5E.DamageRoll"); + const title = `${this.name} - ${actionFlavor}`; const rollConfig = { actor: this.actor, critical: critical ?? event?.altKey ?? false, diff --git a/packs/monsters.db b/packs/monsters.db index cce14e54..81a9ecaa 100644 --- a/packs/monsters.db +++ b/packs/monsters.db @@ -268,7 +268,7 @@ {"_id":"oJCOB9X2BPsBkWW5","name":"Magma Mephit","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":8},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":11,"min":11},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"5d6 + 5"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"cha","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":120,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Neutral Evil","race":null,"type":"Elemental","environment":"Underdark","cr":0.5,"powerLevel":0,"xp":{"value":100},"source":"MM pg. 216","class":{}},"traits":{"size":"sm","di":{"value":["fire","poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["cold"],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["ignan","terran"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"arc":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ath":{"value":0,"ability":"str","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"prc":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":-2,"bonus":0,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10,"prof":0,"total":0}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"AljGyVrrsrPBi1QM","sort":200000,"flags":{},"img":"systems/sw5e/tokens/elemental/MagmaMephit.png","token":{"flags":{},"name":"Magma Mephit","displayName":20,"img":"systems/sw5e/tokens/elemental/MagmaMephit.png","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"oJCOB9X2BPsBkWW5","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"lAwQmCYEd9CtDdTb","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":0,"charged":false},"attunement":0},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"z8ZSCMnA3ZCWBXAz","name":"Heat Metal","type":"power","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 power. Until the power 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 power using a power 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,"width":null,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"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":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-air-fire-3.jpg","effects":[]},{"_id":"LpYrQPxHA10HPnkl","name":"Death Burst","type":"feat","data":{"description":{"value":"

When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. 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.

When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":"death"},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_01.jpg","effects":[]},{"_id":"FEdBqpqpIEyjdO2H","name":"False Appearance","type":"feat","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"BiAfcjq7C9Wf8R9b","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

The Magma Mephit attacks with its Claws.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","slashing"],["1d4","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"iXhbFt7gCj3FBM2r","name":"Fire Breath","type":"feat","data":{"description":{"value":"

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.

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

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\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!

\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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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 1 piercing damage.

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The Badger attacks with its Bite.

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

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

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

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

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In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.

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

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Werebear attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

\n
\n

The Werebear attacks with its Greataxe.

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The target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Recharges after a Short or Long Rest.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater.

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Melee Weapon Attack:+5 to hit,, 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

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If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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The Giant Octopus attacks with its Tentacles. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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

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

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Brass Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Brass Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

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

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

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Melee Weapon Attack:+14 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Brass Dragon attacks with its Tail.

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\n

The dragon uses one of the following breath weapons:

\n

**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

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\n

**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"n1nya8bJgMqzsyfz","name":"Sleep Breath","type":"feat","data":{"description":{"value":"
\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]},{"_id":"ffeBuEAJL0Kk0RRk","name":"Change Shape","type":"feat","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"BgJf6V68k1OQMyWH","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

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

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"FWLpSMrjPPegkAxX","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"Ru7kWvjTE3H4Qbrh","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"NgeJhGPvdvOyx7OI","name":"Wing Attack","type":"weapon","data":{"description":{"value":"

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ( 2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"OY4mIiqSBDwjHjdj","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

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

\n
\n

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"rV06CSnbJVNfLnyr","name":"Regional Effects","type":"feat","data":{"description":{"value":"

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

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Token artwork by Forgotten Adventures.

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

\n

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 stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Giant Spider attacks with its Bite. The target must make a Constitution saving throw.

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Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing.

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As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. 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 target is restrained by webbing. As an action, the restrained target can make a Strength check, bursting the webbing on a success.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

The Ancient Red Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Red Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Red Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute.

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

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

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The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

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

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

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

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6+10]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

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

\n
\n

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

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

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

The White Dragon Wyrmling attacks with its Bite.

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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.

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

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The behir makes two attacks: one with its bite and one to constrict.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

\n

The Behir attacks with its Bite.

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\n

Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage.

\n

The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

\n
\n

The Behir attacks with its Constrict. The target is grappled if the Behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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\n

The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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\n

The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

\n

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

\n
\n

The Behir attacks with its Swallow.

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The behir makes two attacks: one with its bite and one to constrict.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

\n

The Behir attacks with its Bite.

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Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage.

\n

The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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\n

The Behir attacks with its Constrict. The target is grappled if the Behir isn't already constricting a creature, and the target is restrained until this grapple ends.

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The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

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The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

\n

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

\n
\n

The Behir attacks with its Swallow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

The Ochre Jelly attacks with its Pseudopod.

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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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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.

The jelly splits into two new jellies. New jellies are one size smaller than the original jelly.

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If the 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 prone.

If the 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 extra piercing damage. If the target is a creature, it must make a Strength saving throw or be pushed up to 10 feet away and knocked prone.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

The Minotaur Skeleton attacks with its Greataxe.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

The Minotaur Skeleton attacks with its Gore.

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The hag's innate powercasting ability is Charisma (power save DC 14, +6 to hit with power attacks). She can innately cast the following powers, requiring no material components:

\n

At will: detect magic, magic missile

\n

2/day each: plane shift (self only), ray of enfeeblement, sleep

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

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

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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 power using a power slot of 2nd level or higher, the power creates one more dart for each slot level above 1st.

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

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

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

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":2,"max":2,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"rcgnaOciUJHj34Mi","name":"Ray of Enfeeblement","type":"power","data":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the power. On a success, the power ends.

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This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power 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 power falls unconscious until the power 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 power.

\n

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

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

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Night Hag attacks 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.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"0blKOND2AnsMsZa6","name":"Etherealness","type":"feat","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_12.jpg","effects":[]},{"_id":"tYZggJHgAbixP5rs","name":"Nightmare Haunting","type":"feat","data":{"description":{"value":"

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good power 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 power or similar magic.

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. As long as the contact persists, the target has dreadful visions.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":true},"attunement":0},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/skills/violet_25.jpg","effects":[]}],"effects":[]} diff --git a/system.json b/system.json index 4e24be88..537204c3 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "name": "sw5e", "title": "SW5e - Fifth Edition System", "description": "A system for playing the fifth edition of the worlds most popular role-playing game in the Foundry Virtual Tabletop environment.", - "version": "1.2.2", + "version": "1.2.3", "author": "Atropos", "scripts": [], "esmodules": ["sw5e.js"], @@ -95,5 +95,5 @@ "compatibleCoreVersion": "0.7.9", "url": "https://gitlab.com/foundrynet/sw5e", "manifest": "https://gitlab.com/foundrynet/sw5e/raw/master/system.json", - "download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.2/sw5e-release-1.2.2.zip" + "download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.3/sw5e-release-1.2.3.zip" }