diff --git a/README.md b/README.md index 84e6f9c..75fcd00 100644 --- a/README.md +++ b/README.md @@ -10,8 +10,8 @@ Questions or remarks are best made on the MPMB [Discord server](https://discord.   -## Get all WotC content in your character sheet -To get all the non-duplicate content from this, all you need is the **all_WotC** files from a [release](../../releases). Be aware that the file above might be for a version of MPMB's that is still under development. +## How to use +To get all the non-duplicate WotC content, all you need is the **all_WotC** files from a [release](../../releases). Be aware that the files above might be for a version of MPMB's that is still under development. 1. Download the latest version of the PDF from [MPMB's website](https://www.flapkan.com/#download). 2. [Click here](https://github.com/safety-orange/Imports-for-MPMB-s-Character-Sheet/releases/latest/download/all_WotC_pub+UA.min.js) to download the latest all_WotC_pub+UA.min.js release, and save it somewhere on your machine. @@ -20,6 +20,8 @@ To get all the non-duplicate content from this, all you need is the **all_WotC** 5. In the dialog that opens, click **Add file**, and open the file you saved in step 1. 6. Click **Apply changes** in the Import Files dialog and the sheet will process the file you added. You will get a pop-up message if it was successful or not. +MPMB has a more flashy explanation, along with a video, on how to do this in [this how-to guide on his website](https://www.flapkan.com/how-to/add-more-content). +   ## Different Versions diff --git a/WotC material/all_WotC_pub+UA.js b/WotC material/all_WotC_pub+UA.js index e9ed0a1..ec8e9f3 100644 --- a/WotC material/all_WotC_pub+UA.js +++ b/WotC material/all_WotC_pub+UA.js @@ -1,6 +1,6 @@ -if (sheetVersion < 13001013) { throw "This script was made for a newer version of the sheet (v13.1.13). Please use the latest version and try again.\nYou can get the latest version at www.flapkan.com."; }; +if (sheetVersion < 13001014) { throw "This script was made for a newer version of the sheet (v13.1.14). Please use the latest version and try again.\nYou can get the latest version at www.flapkan.com."; }; var iFileName = "all_WotC_pub+UA.js"; -RequiredSheetVersion("13.1.13"); +RequiredSheetVersion("13.1.14"); // pub_20140715_LMoP.js // This file adds the magic items from the Lost Mines of Phandelver adventure from the D&D 5e starter set to MPMB's Character Record Sheet @@ -24,14 +24,14 @@ MagicItemsList["dragonguard"] = { description : "This +1 breastplate has a gold dragon motif worked into its design. It grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.", descriptionFull : "This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.", weight : 20, - armorAdd : "Dragonguard", armorOptions : [{ regExpSearch : /dragonguard/i, name : "Dragonguard", source : [["LMoP", 48], ["PaBTSO", 72]], type : "medium", ac : "14+1", - weight : 20 + weight : 20, + selectNow : true }], savetxt : { adv_vs : ["breath weapons of dragons"] } } @@ -44,15 +44,15 @@ MagicItemsList["hew"] = { description : 'Dwarvish runes on the head of this rusty battleaxe read "Hew". It adds a +1 bonus to attack and damage rolls made with it and deals maximum damage against plant creatures or objects made of wood. While carrying it, I feel uneasy when I travel through a forest, as its creator was a dwarf smith who feuded with dryads.', descriptionFull : 'This rusty old battleaxe of dwarven manufacture has has runes in Dwarvish on the axe head which read "Hew". Hew is a +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe\'s creator was a dwarf smith who feuded with the dryads of a forest where he used it for protection while he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.', weight : 4, - weaponsAdd : ["Hew"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "battleaxe", regExpSearch : /\bhew\b/i, - name : "Hew", + name : '"Hew"', source : [["LMoP", 33], ["PaBTSO", 54]], description : "Versatile (1d10); Max damage against plant creatures and wooden objects", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] } MagicItemsList["lightbringer"] = { name : "Lightbringer", @@ -63,15 +63,15 @@ MagicItemsList["lightbringer"] = { description : "This mace adds a +1 bonus to attack and damage rolls made with it. It is made for a cleric of the god of dawn, with its head of shaped like a sunburst and made of solid brass. I can command it to glow as bright as a torch. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.", descriptionFull : "This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and is made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.", weight : 4, - weaponsAdd : ["Lightbringer"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "mace", regExpSearch : /lightbringer/i, name : "Lightbringer", source : [["LMoP", 48], ["PaBTSO", 54]], description : "Command to glow as torch and deal +1d6 radiant damage to undead", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] } MagicItemsList["spider staff"] = { // changed to the new version introduced in Phandelver and Below: The Shattered Obelisk with the prerequisite name : "Spider Staff", @@ -88,14 +88,14 @@ MagicItemsList["spider staff"] = { // changed to the new version introduced in P usages : 10, recovery : "dawn", additional : "regains 1d6+4", - weaponsAdd : ["Spider Staff"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "quarterstaff", regExpSearch : /^(?=.*spider)(?=.*staff).*$/i, name : "Spider Staff", source : [["LMoP", 53], ["PaBTSO", 220]], - description : "Versatile (1d8); +1d6 poison damage" - }, + description : "Versatile (1d8); +1d6 poison damage", + selectNow : true + }], fixedDC : 15, spellFirstColTitle : "Ch", spellcastingBonus : [{ @@ -127,13 +127,7 @@ MagicItemsList["staff of defense"] = { // changed to the new version introduced additional : "regains 1d6+4", spellcastingAbility : "class", spellFirstColTitle : "Ch", - weaponOptions : { - baseWeapon : "quarterstaff", - regExpSearch : /staff of defense/i, - name : "Staff of Defense", - weight : 3, - source : [["LMoP", 53], ["PaBTSO", 220]] - }, + weaponsAdd : { options : ["Staff of Defense"] }, spellcastingBonus : [{ name : "1 charge", spells : ["mage armor"], @@ -520,24 +514,8 @@ AddSubClass("cleric", "knowledge domain", { name : "Potent Spellcasting", source : [["P", 60]], minlevel : 8, - description : "\n " + "I can add my Wisdom modifier to the damage I deal with my cleric cantrips", - calcChanges : { - atkCalc : [ - function (fields, v, output) { - if (classes.known.cleric && classes.known.cleric.level > 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Visions of the Past", @@ -606,24 +584,8 @@ AddSubClass("cleric", "light domain", { name : "Potent Spellcasting", source : [["P", 61]], minlevel : 8, - description : "\n " + "I can add my Wisdom modifier to the damage I deal with my cleric cantrips", - calcChanges : { - atkCalc : [ - function (fields, v, output) { - if (classes.known.cleric && classes.known.cleric.level > 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Corona of Light", @@ -684,7 +646,7 @@ AddSubClass("cleric", "nature domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 cold/fire/lightning damage'; } }, @@ -749,7 +711,7 @@ AddSubClass("cleric", "tempest domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 thunder damage'; } }, @@ -808,7 +770,7 @@ AddSubClass("cleric", "trickery domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 poison damage'; } }, @@ -879,7 +841,7 @@ AddSubClass("cleric", "war domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 damage'; } }, @@ -3216,7 +3178,7 @@ BackgroundList["soldier"] = { "I'm haunted by memories of war. I can't get the violent images out of my mind.", "I'm slow to make new friends, because I've lost too many old ones.", "I'm full of inspiring and cautionary tales from my military experience with some relevance to almost every type of combat situation.", - "I can stare down a owlbear without flinching.", + "I can stare down an owlbear without flinching.", "I enjoy my strength and like to break things.", "I have a rough sense of humor.", "I approach problems head-on. A simple, direct course is the best path to a solution." @@ -3827,18 +3789,18 @@ FeatsList["polearm master"] = { source : [["P", 168]], descriptionFull : "You can keep your enemies at bay with reach weapons. You gain the following benefits:\n \u2022 When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.\n \u2022 While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.", description : "As a bonus action when I do the Attack action with a glaive/" + (typePF ? " " : "") + "halberd/quarterstaff/spear, I can make a 1d4 bludgeoning attack with its butt end." + (typePF ? "\n" : " ") + "While wielding a glaive/halberd/" + (typePF ? "" : " ") + "pike/quarterstaff/spear, I get an opportunity attack when a creature enters my reach.", - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*(polearm|(glaive|guandao|bisento|naginata)|(halberd|\bji\b|kamayari)|(quarterstaff|\bstaff\b|\bbo\b)|(spear|qiang|\byaris?\b)))(?=.*butt)(?=.*end).*$/i, - name : "Polearm butt end", + name : "Polearm Butt End", source : [["P", 168]], ability : 1, type : "polearm butt end", damage : [1, 4, "bludgeoning"], range : "Melee", description : "As bonus action after Attack action with only a glaive, halberd, spear, or quarterstaff", - abilitytodamage : true - }, - weaponsAdd : ["Polearm Butt End"], + abilitytodamage : true, + selectNow : true + }], action : ['bonus action', 'Butt End Attack (after attack with polearm)'], weaponProfs : [false, false, ["polearm butt end"]] }; @@ -4887,13 +4849,13 @@ MagicItemsList["dragongleam"] = { component : "V,M\u0192" } }, - weaponsAdd : ["Dragongleam"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "spear", regExpSearch : /dragongleam/i, name : "Dragongleam", - source : [["HotDQ", 69]] - } + source : [["HotDQ", 69]], + selectNow : true + }] } MagicItemsList["tankard of plenty"] = { name : "Tankard of Plenty", @@ -5080,15 +5042,15 @@ MagicItemsList["hazirawn"] = { "not attuned" : { name : "Hazirawn\u200A", description : "A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. While I'm not attuned to the sword, I gain a +1 bonus on attack and damage rolls made with it. It also deals an extra 1d6 necrotic damage on attacks made with the sword.", - weaponsAdd : ["Hazirawn"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greatsword", regExpSearch : /hazirawn/i, name : "Hazirawn", source : [["HotDQ", 94]], description : "Heavy, two-handed; +1d6 necrotic damage", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] }, "attuned" : { name : "Hazirawn\u200A\u200A", @@ -5099,15 +5061,15 @@ MagicItemsList["hazirawn"] = { usages : 4, recovery : "Midnight" }], - weaponsAdd : ["Hazirawn"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greatsword", regExpSearch : /hazirawn/i, name : "Hazirawn", source : [["HotDQ", 94]], description : "Heavy, two-handed; +2d6 necrotic damage; Wounding (can't regain HP for 1 min, DC 15 Con save to stop)", - modifiers : [2,2] - }, + modifiers : [2, 2], + selectNow : true + }], spellcastingBonus : [{ name : "1 charge", spells : ["detect evil and good", "detect magic"], @@ -5213,15 +5175,15 @@ MagicItemsList["dragontooth dagger"] = { description : "This dagger is fashioned from the tooth of a dragon. Its handle is its leather wrapped root and there is no crossguard. It adds a +1 bonus to attack and damage rolls made with it and deals +1d6 acid damage on a hit. Against the enemies of the Cult of the Dragon this increases to a +2 bonus and +2d6 acid damage.", descriptionFull : "A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.\n You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.\n " + toUni("Draconic Potency") + ". Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6.", weight : 1, - weaponsAdd : ["Dragontooth Dagger"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "dagger", regExpSearch : /^(?=.*dragontooth)(?=.*dagger).*$/i, name : "Dragontooth Dagger", source : [["RoT", 94]], description : "Finesse, light, thrown; +1d6 acid damage; Vs. Cult of the Dragon enemies: +2 magic \u0026 +2d6 acid damage", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] } // Beast @@ -5718,7 +5680,6 @@ RaceList["lycanthrope-werebear"] = { ], scoresOverride : [19, 0, 0, 0, 0, 0], savetxt : { immune : ["bludgeoning, piercing, and slashing damage unless from magic/silver"] }, - weaponsAdd : ["Werebear Bite", "Werebear Claw"], weaponOptions : [{ name : "Werebear Bite", regExpSearch : /^(?=.*(werebear|lycanthrope))(?=.*bite).*$/i, @@ -5728,7 +5689,8 @@ RaceList["lycanthrope-werebear"] = { damage : [2, 10, "piercing"], range : "Melee", description : "Bear and Hybrid form only; Humanoids Con save or cursed", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }, { name : "Werebear Claw", regExpSearch : /^(?=.*(werebear|lycanthrope))(?=.*\bclaws?\b).*$/i, @@ -5738,7 +5700,8 @@ RaceList["lycanthrope-werebear"] = { damage : [2, 8, "slashing"], range : "Melee", description : "Bear and Hybrid form only", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }], extraAC : [{ name : "+1 in bear/hybrid form", @@ -5813,7 +5776,6 @@ RaceList["lycanthrope-wereboar"] = { ], scoresOverride : [17, 0, 0, 0, 0, 0], savetxt : { immune : ["bludgeoning, piercing, and slashing damage unless from magic/silver"] }, - weaponsAdd : ["Wereboar Tusks"], weaponOptions : [{ name : "Wereboar Tusks", regExpSearch : /^(?=.*(wereboar|lycanthrope))(?=.*tusks).*$/i, @@ -5823,7 +5785,8 @@ RaceList["lycanthrope-wereboar"] = { damage : [2, 6, "slashing"], range : "Melee", description : "Boar/hybrid form only; Humanoids Con save or cursed; Charge for +2d6 damage", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }], extraAC : [{ name : "+1 in boar/hybrid form", @@ -5914,7 +5877,6 @@ RaceList["lycanthrope-wererat"] = { ], scoresOverride : [0, 15, 0, 0, 0, 0], savetxt : { immune : ["bludgeoning, piercing, and slashing damage unless from magic/silver"] }, - weaponsAdd : ["Wererat Bite"], weaponOptions : [{ name : "Wererat Bite", regExpSearch : /^(?=.*(wererat|lycanthrope))(?=.*bite).*$/i, @@ -5925,7 +5887,8 @@ RaceList["lycanthrope-wererat"] = { range : "Melee", description : "Rat and Hybrid form only; Humanoids Con save or cursed", abilitytodamage : true, - isWereratBite : true // for calcChanges.atkAdd + isWereratBite : true, // for calcChanges.atkAdd + selectNow : true }], calcChanges : { atkAdd : [ @@ -6002,7 +5965,6 @@ RaceList["lycanthrope-weretiger"] = { ], scoresOverride : [17, 0, 0, 0, 0, 0], savetxt : { immune : ["bludgeoning, piercing, and slashing damage unless from magic/silver"] }, - weaponsAdd : ["Weretiger Bite", "Weretiger Claw"], weaponOptions : [{ name : "Weretiger Bite", regExpSearch : /^(?=.*(weretiger|lycanthrope))(?=.*bite).*$/i, @@ -6012,7 +5974,8 @@ RaceList["lycanthrope-weretiger"] = { damage : [1, 10, "piercing"], range : "Melee", description : "Tiger and Hybrid form only; Humanoids Con save or cursed", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }, { name : "Weretiger Claw", regExpSearch : /^(?=.*(weretiger|lycanthrope))(?=.*\bclaws?\b).*$/i, @@ -6022,7 +5985,8 @@ RaceList["lycanthrope-weretiger"] = { damage : [1, 8, "slashing"], range : "Melee", description : "Tiger and Hybrid form only; Can be use to pounce", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }], vision : [["Darkvision", 60]] }, @@ -6109,7 +6073,6 @@ RaceList["lycanthrope-werewolf"] = { ], scoresOverride : [15, 0, 0, 0, 0, 0], savetxt : { immune : ["bludgeoning, piercing, and slashing damage unless from magic/silver"] }, - weaponsAdd : ["Werewolf Bite", "Wolf-hybrid Claws"], weaponOptions : [{ name : "Werewolf Bite", regExpSearch : /^(?=.*(werewolf|lycanthrope))(?=.*bite).*$/i, @@ -6119,7 +6082,8 @@ RaceList["lycanthrope-werewolf"] = { damage : [1, 8, "piercing"], range : "Melee", description : "Wolf and Hybrid form only; Humanoids Con save or cursed", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }, { name : "Wolf-hybrid Claws", regExpSearch : /^(?=.*wolf)(?=.*hybrid)(?=.*\bclaws?\b).*$/i, @@ -6129,7 +6093,8 @@ RaceList["lycanthrope-werewolf"] = { damage : [2, 4, "slashing"], range : "Melee", description : "Hybrid form only", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }], extraAC : [{ name : "+1 in wolf/hybrid form", @@ -6346,7 +6311,7 @@ AddSubClass("cleric", "death domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 necrotic damage'; } }, @@ -6750,7 +6715,6 @@ MagicItemsList["efreeti chain"] = { weight : 55, languageProfs : ["Primordial"], savetxt : { immune : ["fire"] }, - armorAdd : "Efreeti Chain", armorOptions : [{ regExpSearch : /^(?=.*efreeti)(?=.*chain).*$/i, name : "Efreeti Chain", @@ -6759,7 +6723,8 @@ MagicItemsList["efreeti chain"] = { ac : "16+3", stealthdis : true, weight : 55, - strReq : 13 + strReq : 13, + selectNow : true }] } MagicItemsList["elixir of health"] = { @@ -7189,8 +7154,7 @@ MagicItemsList["staff of the adder"] = { prerequisite : "Requires attunement by a cleric, druid, or warlock", prereqeval : function(v) { return classes.known.cleric || classes.known.druid || classes.known.warlock ? true : false; }, action : [["bonus action", " (animate/end)"]], - weaponsAdd : ["Animated Snake Head from Staff of the Adder"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*snake)(?=.*head)(?=.*staff)(?=.*adder).*$/i, name : "Animated Snake Head from Staff of the Adder", source : [["D", 203]], @@ -7201,8 +7165,9 @@ MagicItemsList["staff of the adder"] = { range : "Melee", weight : 4, description : "DC 15 Constitution save or 3d6 poison damage", - abilitytodamage : false - } + abilitytodamage : false, + selectNow : true + }] } MagicItemsList["sword of answering"] = { name : "Sword of Answering", @@ -7226,14 +7191,14 @@ MagicItemsList["sword of answering"] = { attunement : true, weight : 3, action : [["reaction", ""]], - weaponsAdd : ["Sword of Answering"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /^(?=.*sword)(?=.*answering).*$/i, name : "Sword of Answering", source : [["D", 206]], - modifiers : [3, 3] - }, + modifiers : [3, 3], + selectNow : true + }], choices : ["Answerer (chaotic good)", "Back Talker (chaotic evil)", "Concluder (lawful neutral)", "Last Quip (chaotic neutral)", "Rebutter (neutral good)", "Replier (neutral)", "Retorter (lawful good)", "Scather (lawful evil)", "Squelcher (neutral evil)"], "answerer (chaotic good)" : { name : "Sword of Answering [Answerer]", @@ -7341,7 +7306,7 @@ MagicItemsList["tentacle rod"] = { attunement : true, weight : 2, action : [["action", ""]], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*tentacle)(?=.*rod).*$/i, name : "Tentacle Rod", source : [["D", 208]], @@ -7352,8 +7317,9 @@ MagicItemsList["tentacle rod"] = { description : "Action to use, 3 attacks; If all 3 hit same target, it DC 15 Con save, see magic item", abilitytodamage : false, modifiers : [9, ""], - weight : 2 - } + weight : 2, + selectNow : true + }] } MagicItemsList["tome of the stilled tongue"] = { name : "Tome of the Stilled Tongue", @@ -7431,15 +7397,15 @@ MagicItemsList["blackrazor"] = { prereqeval : function(v) { return !(/lawful/i).test(What("Alignment")); }, action : [["bonus action", ""]], weight : 6, - weaponsAdd : ["Blackrazor"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greatsword", regExpSearch : /blackrazor/i, name : "Blackrazor", source : [["D", 216]], description : "Heavy, two-handed; Devours soul; Heals undead", - modifiers : [3,3] - }, + modifiers : [3, 3], + selectNow : true + }], toNotesPage : [{ name : "Features", note : desc(DMG_blackrazorFullDescription).replace(/>>(.*?)<>(.*?)<>(.*?)< 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Arcane Mastery", @@ -11067,7 +11017,7 @@ AddSubClass("monk", "way of the sun soul", { "If I do this and spend 1 ki point, I can make 2 of these attacks as a bonus action" ]), action : ["bonus action", " (2\xD7 with Attack action)"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*radiant)(?=.*(sun|light))(?=.*bolt).*$/i, name : "Radiant Sun Bolt", source : [["S", 131], ["X", 35]], @@ -11077,9 +11027,9 @@ AddSubClass("monk", "way of the sun soul", { range : "30 ft", description : "If used in an Attack action, spend 1 ki point to use it twice as a bonus action", monkweapon : true, - abilitytodamage : true - }, - weaponsAdd : ['Radiant Sun Bolt'], + abilitytodamage : true, + selectNow : true + }], "searing arc strike" : { name : "Searing Arc Strike", extraname : "Way of the Sun Soul 6", @@ -11125,8 +11075,7 @@ AddSubClass("monk", "way of the sun soul", { ]), action : ["action", ""], additional : "0 ki points + max 3 ki points", - weaponsAdd : ['Searing Sunburst'], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*searing)(?=.*sunburst).*$/i, name : "Searing Sunburst", source : [["S", 131], ["X", 35]], @@ -11137,8 +11086,9 @@ AddSubClass("monk", "way of the sun soul", { description : "All in 20-ft radius; Con save - success no damage; +2d6 damage per ki point (max 3 ki)", abilitytodamage : false, dc : true, - useSpellMod : "monk" - } + useSpellMod : "monk", + selectNow : true + }] }, "subclassfeature17" : { name : "Sun Shield", @@ -12551,7 +12501,7 @@ BackgroundFeatureList["heart of darkness"] = { // Equipment pack PacksList.monsterhunter = { name : "Monster hunter's pack (33 gp)", - source : [["CoS", 209]], + source : [["CoS", 209], ["VRGtR", 34]], items : [ ["Chest, with:", "", 25], ["Crowbar", "", 5], @@ -12578,15 +12528,15 @@ MagicItemsList["plantslayer battleaxe"] = { description : "This battleaxe's handle is carved with leaves and vines. It deals an extra 1d8 slashing damage against ordinary plants and plant creatures. When a creature of non-good alignment makes an attack with it, it sprouts thorns, dealing 1 magical piercing damage to the wielder after the attack is made.", descriptionFull : "The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical.", weight : 2, - weaponsAdd : ["Plantslayer Battleaxe"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "battleaxe", regExpSearch : /^(?=.*plantslayer)(?=.*battleaxe).*$/i, name : "Plantslayer Battleaxe", source : [["CoS", 198]], description : "Versatile (1d10); +1d8 damage vs. plants", - weight : 2 - } + weight : 2, + selectNow : true + }] } MagicItemsList["blood spear"] = { name : "Blood Spear", @@ -12602,26 +12552,26 @@ MagicItemsList["blood spear"] = { choicesNotInMenu : true, "chosen of kavan" : { name : "Blood\u200A Spear", - weaponsAdd : ["Blood Spear"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "spear", regExpSearch : /^(?=.*blood)(?=.*spear).*$/i, name : "Blood Spear", source : [["CoS", 221]], description : "Thrown, versatile (1d8); If used to reduce target to 0 HP, I gain 2d6 temp HP", - modifiers : [2,2] - } + modifiers : [2, 2], + selectNow : true + }] }, "not a chosen of kavan" : { name : "Blood\u200A\u200A Spear", - weaponsAdd : ["Blood Spear"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "spear", regExpSearch : /^(?=.*blood)(?=.*spear).*$/i, name : "Blood Spear", source : [["CoS", 221]], - description : "Thrown, versatile (1d8); If used to reduce target to 0 HP, I gain 2d6 temp HP" - } + description : "Thrown, versatile (1d8); If used to reduce target to 0 HP, I gain 2d6 temp HP", + selectNow : true + }] } } MagicItemsList["green copper ewer"] = { @@ -12646,14 +12596,14 @@ MagicItemsList["gulthias staff"] = { usages : 10, recovery : "Dusk", additional : "regains 1d6+4", - weaponsAdd : ["Gulthias Staff"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "quarterstaff", regExpSearch : /^(?=.*gulthias)(?=.*staff).*$/i, name : "Gulthias Staff", source : [["CoS", 221]], - description : "Versatile (1d8); On hit, 1 charge to regain HP equal to damage dealt but DC 12 Wis save or madness" - }, + description : "Versatile (1d8); On hit, 1 charge to regain HP equal to damage dealt but DC 12 Wis save or madness", + selectNow : true + }] } MagicItemsList["holy symbol of ravenkind"] = { name : "Holy Symbol of Ravenkind", @@ -12748,14 +12698,14 @@ MagicItemsList["lost sword"] = { usages : 1, recovery : "dawn", additional : "Crusader's Mantle", - weaponsAdd : ["Lost Sword"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "shortsword", regExpSearch : /^(?=.*lost)(?=.*sword).*$/i, name : "Lost Sword", source : [["CoS", 81]], - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], spellcastingBonus : { name : "Once per dawn", spells : ["crusader's mantle"], @@ -12782,14 +12732,14 @@ MagicItemsList["saint markovia's thighbone"] = { descriptionFull : "Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.\n As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.\n Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.\n Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.\n The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.\n Mace of Disruption. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", attunement : true, weight : 4, - weaponsAdd : ["Saint Markovia's Thighbone"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "mace", regExpSearch : /^(?=.*markovia)(?=.*thighbone).*$/i, name : "Saint Markovia's Thighbone", source : [["CoS", 222]], - description : "Fiend/undead +2d6 radiant damage, frightened until my next turn ends, and if HP<26, DC 15 Wis save or die" - } + description : "Fiend/undead +2d6 radiant damage, frightened until my next turn ends, and if HP<26, DC 15 Wis save or die", + selectNow : true + }] } MagicItemsList["silver dragon shield +2"] = { name : "Silver Dragon Shield +2", @@ -12824,16 +12774,16 @@ MagicItemsList["sunsword"] = { attunement : true, weight : 3, action : [["bonus action", " (start/stop)"], ["action", " (change light)"]], - weaponsAdd : ["Sunsword"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /sunsword/i, name : "Sunsword", source : [["CoS", 223]], damage : [1, 8, "radiant"], description : "Finesse, versatile (1d10); +1d8 damage to undead", - modifiers : [2, 2] - }, + modifiers : [2, 2], + selectNow : true + }], calcChanges : { atkAdd : [ function (fields, v) { @@ -13193,8 +13143,7 @@ MagicItemsList["gurt's greataxe"] = { weight : 325, usages : 1, recovery : "dawn", - weaponsAdd : ["Gurt's Greataxe"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greataxe", regExpSearch : /^(?=.*gurt)(?=.*greataxe).*$/i, name : "Gurt's Greataxe", @@ -13202,8 +13151,9 @@ MagicItemsList["gurt's greataxe"] = { damage : [3, 12, "slashing"], weight : 325, description : "Heavy, two-handed; +2d12 damage against humans", - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], fixedDC : 13, spellcastingBonus : { name : "Deals cold damage", @@ -13299,14 +13249,14 @@ MagicItemsList["korolnor scepter"] = { selection : ["teleport"], firstCol : 3 }], - weaponsAdd : ["Korolnor Scepter"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "club", regExpSearch : /^(?=.*korolnor)(?=.*scepter).*$/i, name : "Korolnor Scepter", source : [["SKT", 234]], - modifiers : [3, 3] - } + modifiers : [3, 3], + selectNow : true + }] } MagicItemsList["navigation orb"] = { name : "Navigation Orb", @@ -13639,14 +13589,14 @@ MagicItemsList["red dragon's thighbone"] = { descriptionFull : "This 14-ft long, 250 lb red dragon's thighbone can be used as a greatclub by a giant. If a creature attunes to the greatclub, it magically shrinks to a size that the creature can wield effectively. The greatclub is considered a magic weapon that deals an extra 2d8 bludgeoning damage whenever it hits a dragon (including any creature of the dragon type).", attunement : true, weight : 10, - weaponsAdd : ["Red Dragon's Thighbone"], - weaponOptions :{ + weaponOptions : [{ baseWeapon : "greabclub", regExpSearch : /^(?=.*red)(?=.*dragon)(?=.*thighbone).*$/i, name : "Red Dragon's Thighbone", source : [["SKT", 105]], description : "Two-handed; +2d6 damage vs. dragons", - } + selectNow : true + }] } MagicItemsList["ancient relic boulder"] = { name : "Ancient Relic Boulder", @@ -14041,21 +13991,21 @@ RaceList["lizardfolk"] = { }, skillstxt : "Choose two from Animal Handling, Nature, Perception, Stealth, and Survival", languageProfs : ["Common", "Draconic"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /\bbite\b/i, name : "Bite", source : [["V", 113]], - damage : [1, 6, "piercing"] - }, - weaponsAdd : ["Bite"], + damage : [1, 6, "piercing"], + selectNow : true + }], armorOptions : [{ regExpSearch : /^(?=.*natural)(?=.*armou?r).*$/i, name : "Natural Armor", source : [["V", 113]], - ac : 13 + ac : 13, + selectNow : true }], - armorAdd : "Natural Armor", age : " reach maturity around age 14 and rarely live longer than 60 years", height : " range from 5 to well over 6 feet tall (4'9\" + 2d10\")", weight : " weigh around 200 lb (120 + 2d10 \xD7 2d6 lb)", @@ -14114,14 +14064,14 @@ RaceList["tabaxi"] = { skills : ["Perception", "Stealth"], languageProfs : ["Common", 1], vision : [["Darkvision", 60]], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*(tabaxi|\bcat\b))(?=.*claw).*$/i, name : "Tabaxi Claws", source : [["V", 115]], - damage : [1, 4, "slashing"] - }, - weaponsAdd : ["Tabaxi Claws"], + damage : [1, 4, "slashing"], + selectNow : true + }], age : " reach adulthood in their late teens and live less than 100 years", height : " range from 5 to well over 6 feet tall (4'10\" + 2d10\")", weight : " weigh around 150 lb (90 + 2d10 \xD7 2d4 lb)", @@ -14870,14 +14820,14 @@ MagicItemsList["mind lash"] = { weight : 3, prerequisite : "Requires attunement by an illithid", prereqeval : function (v) { return (/mind flayer|illithid/i).test(What("Race")); }, - weaponsAdd : ["Mind Lash"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "whip", regExpSearch : /^(?=.*mind)(?=.*lash).*$/i, name : "Mind Lash", source : [["V", 81]], - description : "Finesse, reach; +2d4 psychic damage; DC 15 Wis save or disadv. on Int/Wis/Cha saves for 1 min" - } + description : "Finesse, reach; +2d4 psychic damage; DC 15 Wis save or disadv. on Int/Wis/Cha saves for 1 min", + selectNow : true + }] } MagicItemsList["shield of far sight"] = { name : "Shield of Far Sight", @@ -14898,7 +14848,6 @@ MagicItemsList["survival mantle"] = { descriptionFull : "This carapace-like augmentation encases portions of the wearer's shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can't be worn with other kinds of armor.\n A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a Cloudkill spell, a Stinking Cloud spell, inhaled poisons, and the breath weapons of some dragons).", weight : 40, savetxt : { adv_vs : ["gases"] }, - armorAdd : "Survival Mantle", armorOptions : [{ regExpSearch : /^(?=.*survival)(?=.*mantle).*$/i, name : "Survival Mantle", @@ -14906,7 +14855,8 @@ MagicItemsList["survival mantle"] = { type : "medium", ac : 15, stealthdis : true, - weight : 40 + weight : 40, + selectNow : true }] } @@ -15106,14 +15056,14 @@ MagicItemsList["flame tongue shortsword of gem detection"] = { // contributed by ["bonus action", "Flame Tongue (activate/end)"], ["action", "Gem Detection (within 60 ft)"] ], - weaponsAdd : ["Flame Tongue Shortsword"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "shortsword", regExpSearch : /^(?=.*flame tongue)(?=.*short)(?=.*sword).*$/i, name : "Flame Tongue Shortsword", source : [["TftYP", 179]], description : "Finesse, light; While active, +2d6 fire damage", - } + selectNow : true + }] }; MagicItemsList["amulet of protection from turning"] = { name : "Amulet of Protection from Turning", @@ -15210,16 +15160,16 @@ MagicItemsList["javelin of backbiting"] = { attunement : true, weight : 2, cursed : true, - weaponsAdd : ["Javelin of Backbiting"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "javelin", regExpSearch : /^(?=.*javelin)(?=.*backbiting).*$/i, name : "Javelin of Backbiting", source : [["TftYP", 229]], range : "Melee, 60/150 ft", description : "Thrown; +1d6 damage if thrown; Returning; On 1 to hit: attack myself with adv.", - modifiers : [2,2] - } + modifiers : [2, 2], + selectNow : true + }] } MagicItemsList["loadstone"] = { name : "Loadstone", @@ -15315,15 +15265,15 @@ MagicItemsList["shatterspike"] = { descriptionFull : "You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.", attunement : true, weight : 3, - weaponsAdd : ["Shatterspike"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /Shatterspike/i, name : "Shatterspike", source : [["TftYP", 229]], description : "Versatile (1d10); Against objects: always critical hit, can choose to deal bludgeoning damage", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] } MagicItemsList["spear of backbiting"] = { name : "Spear of Backbiting", @@ -15336,16 +15286,16 @@ MagicItemsList["spear of backbiting"] = { attunement : true, weight : 3, cursed : true, - weaponsAdd : ["Spear of Backbiting"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "spear", regExpSearch : /^(?=.*spear)(?=.*backbiting).*$/i, name : "Spear of Backbiting", source : [["TftYP", 229]], range : "Melee, 50/90 ft", description : "Thrown, versatile (1d8); +1d6 damage if thrown; Returning; On 1 to hit: attack myself with adv.", - modifiers : [2,2] - } + modifiers : [2, 2], + selectNow : true + }] } MagicItemsList["stone of ill luck"] = { name : "Stone of Ill Luck", @@ -15399,15 +15349,15 @@ MagicItemsList["waythe"] = { descriptionFull : "Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.\n You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.\n The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.\n " + toUni("Sentience") + ". Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.\n The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.\n " + toUni("Personality") + ". This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.", attunement : true, weight : 6, - weaponsAdd : ["Waythe"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greatsword", regExpSearch : /waythe/i, name : "Waythe", source : [["TftYP", 229]], description : "Heavy, two-handed; +2d6 damage vs. giants; Giants DC 15 Str save or fall prone", - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], usages : 7, recovery : "dawn", additional : "regains 1d6+1", @@ -15500,15 +15450,15 @@ MagicItemsList["berserker battleaxe (tamoachan)"] = { calcChanges : { hp : function (totalHD) { return [totalHD]; } }, - weaponsAdd : ["Berserker Battleaxe"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "battleaxe", regExpSearch : /^(?=.*berserker)(?=.*battleaxe).*$/i, name : "Berserker Battleaxe", source : [["TftYP", 68]], description : "Versatile (1d10); Cursed", - modifiers : [2,2] - } + modifiers : [2, 2], + selectNow : true + }] } MagicItemsList["plantslayer longsword"] = { name : "Plantslayer Longsword", @@ -15519,15 +15469,15 @@ MagicItemsList["plantslayer longsword"] = { description : "This sword is made of laminated wood, inset with jagged teeth of obsidian. I gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it deals an extra 2d6 damage to any creature of the plant type.", descriptionFull : "This sword is made of laminated wood, inset with jagged teeth of obsidian. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it deals an extra 2d6 damage to any creature of the plant type.", weight : 3, - weaponsAdd : ["Plantslayer Longsword"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /^(?=.*plantslayer)(?=.*longsword).*$/i, name : "Plantslayer Longsword", source : [["TftYP", 70]], description : "Versatile (1d10); +2d6 damage vs. plants", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] } // pub_20170915_Tortle.js @@ -15560,17 +15510,17 @@ RaceList.tortle = { name : "Tortle's Shell", source : [["TP", 4], ["W", 181]], ac : 17, - dex : -10 + dex : -10, + selectNow : true }], - armorAdd : "Tortle's Shell", - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*tortle)(?=.*\bclaws?\b).*$/i, name : "Tortle's Claws", source : [["TP", 4], ["W", 181]], - damage : [1, 4, "slashing"] - }, - weaponsAdd : ["Tortle's Claws"], + damage : [1, 4, "slashing"], + selectNow : true + }], age : " reach adulthood by the age of 15 and live an average of 50 years", height : " stand between 5 and 6 feet tall (4'10\" + 2d8\")", weight : " weigh around 450 lb (400 + 2d8 \xD7 2d4 lb)", @@ -16031,23 +15981,22 @@ CreatureList["jaculi"] = { }; // Magic Items -MagicItemsList["bob (battleaxe)"] = { // contributed by Nod_Hero - name : "Bob (battleaxe)", - nameAlt : "Bob", +MagicItemsList["bob"] = { // contributed by Nod_Hero + name : "Bob", source : [["ToA", 89]], type : "weapon (battleaxe)", rarity : "uncommon", description : "Dwarvish runes on the head of this rusty battleaxe read 'Bob'. It adds a +1 bonus to attack and damage rolls made with it, floats on water and other liquids, and grants me advantage on Strength (Athletics) checks made to swim.", descriptionFull : "Etched into the haft of the battleaxe are Dethek (Dwarvish) runes that spell the weapon's name: Bob. It floats on water and other liquids, adds a +1 bonus to attack and damage rolls made with it, and grants its bearer advantage on Strength (Athletics) checks made to swim.", weight : 4, - weaponsAdd : ["Bob"], weaponOptions : [{ baseWeapon : "battleaxe", regExpSearch : /\bbob\b/i, - name : "Bob", + name : '"Bob"', source : [["ToA", 89]], description : "Versatile (1d10); Floats", - modifiers : [1, 1] + modifiers : [1, 1], + selectNow : true }] }; MagicItemsList["longsword of speaking draconic"] = { // contributed by Nod_Hero @@ -16059,12 +16008,9 @@ MagicItemsList["longsword of speaking draconic"] = { // contributed by Nod_Hero descriptionFull : "This longsword has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language.", weight : 3, languageProfs : ["Draconic"], - weaponsAdd : ["Longsword of Speaking Draconic"], - weaponOptions : { - baseWeapon : "longsword", - regExpSearch : /^(?=.*longsword)(?=.*speaking)(?=.*draconic).*$/i, - name : "Longsword of Speaking Draconic", - source : [["ToA", 173]] + weaponsAdd : { + select : ["Longsword of Speaking Draconic"], + options : ["Longsword of Speaking Draconic"] } }; MagicItemsList["amulet of the black skull"] = { @@ -16107,14 +16053,14 @@ MagicItemsList["bookmark"] = { attunement : true, weight : 1, action : [["bonus action", ""]], - weaponsAdd : ["Bookmark"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "dagger", regExpSearch : /bookmark/i, name : "Bookmark", source : [["ToA", 206]], - modifiers : [3, 3] - }, + modifiers : [3, 3], + selectNow : true + }], extraLimitedFeatures : [{ name : "Compulsion (Bookmark)", usages : 1, @@ -16190,7 +16136,6 @@ MagicItemsList["scorpion armor"] = { weight : 65, cursed : true, addMod : [{ type : "skill", field : "Init", mod : 5, text : "I gain a +5 bonus on my initiative rolls." }], - armorAdd : "Scorpion Armor", armorOptions : [{ regExpSearch : /^(?=.*scorpion)(?=.*armor).*$/i, name : "Scorpion Armor", @@ -16199,7 +16144,8 @@ MagicItemsList["scorpion armor"] = { ac : 18, stealthdis : false, weight : 65, - strReq : 15 + strReq : 15, + selectNow : true }] } @@ -16812,7 +16758,7 @@ AddSubClass("cleric", "forge domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 fire damage'; } }, @@ -16898,24 +16844,8 @@ AddSubClass("cleric", "grave domain", { name : "Potent Spellcasting", source : [["X", 20]], minlevel : 8, - description : "\n " + "I add my Wisdom modifier to the damage I deal with my cleric cantrips", - calcChanges : { - atkCalc : [ - function (fields, v, output) { - if (classes.known.cleric && classes.known.cleric.level > 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Keeper of Souls", @@ -17598,7 +17528,7 @@ RunFunctionAtEnd(function () { description : "", source : aWea.source, weaponProfs : [false, false, [weapon]], - weaponsAdd : [aWea.name], + weaponsAdd : { select : [aWea.name] }, submenu : ((/simple/i).test(aWea.type) ? "\x1BSimple weapon, " : "Martial weapon, ") + ((/^(?!.*melee).*\d+.*$/i).test(aWea.range) ? "ranged" : "melee"), prereqeval : 'testSource("' + weapon + '", WeaponsList["' + weapon + '"], "weapExcl") ? "skip" : true;' } @@ -18933,21 +18863,21 @@ FeatsList["dragon hide"] = { descriptionFull : "You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n \u2022 Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.\n \u2022 Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n \u2022 You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", description : "I gain retractable claws that I can retract or extend, requiring no action. While extended, my unarmed strikes deal 1d4 slashing damage. My scales harden, giving me an AC of 13 + Dexterity modifier + shield when I'm not wearing armor. [+1 Str, Con, or Cha]", scorestxt : "+1 Strength, Constitution, or Charisma", - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*(retractable|dragon))(?=.*claw).*$/i, name : "Retractable Claws", source : [["X", 74]], - damage : [1, 4, "slashing"] - }, - weaponsAdd : ['Retractable Claws'], + damage : [1, 4, "slashing"], + selectNow : true + }], armorOptions : [{ regExpSearch : /^(?=.*(dragon|draconic|scaly))(?=.*(hide|skin|scales|resilience)).*$/i, name : "Dragon Hide", source : [["X", 74]], - ac : 13 - }], - armorAdd : "Dragon Hide" + ac : 13, + selectNow : true + }] }; FeatsList["drow high magic"] = { name : "Drow High Magic", @@ -20182,7 +20112,6 @@ MagicItemsList["cast-off armor"] = { rarity : "common", description : "As an action, I can doff this armor.", descriptionFull : "You can doff this armor as an action.", - attunement : true, chooseGear : { type : "armor", prefixOrSuffix : "suffix", @@ -21607,15 +21536,15 @@ MagicItemsList["greater silver sword"] = { } } }, - weaponsAdd : ["Greater Silver Sword"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greatsword", regExpSearch : /^(?=.*greater)(?=.*silver)(?=.*sword).*$/i, name : "Greater Silver Sword", source : [["MToF", 89]], description : "Heavy, two-handed; On crit vs. astral body, cut cord instead of damage", - modifiers : [3, 3] - }, + modifiers : [3, 3], + selectNow : true + }], savetxt : { text : ["Adv. on Int, Wis, and Cha saves"], immune : ["charmed"] }, advantages : [["Intelligence", true], ["Wisdom", true], ["Charisma", true]], dmgres : ["Psychic"] @@ -21691,7 +21620,18 @@ AmmoList["oversized arrow"] = { }; // Magic Items -var WDH_azuredgeFullDescription = "Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner.\n Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.\n You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Shield spell provides no defense against the axe, which passes through that spell's barrier of magical force.\n When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target.\n >>Hurling<<. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.\n >>Illumination<<. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\n >>Sentience<<. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.\n The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.\n >>Personality<<. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.\n If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time."; +var WDH_azuredgeFullDescription = [ + "Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner.", + "Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Shield spell provides no defense against the axe, which passes through that spell's barrier of magical force.", + "When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target.", + ">>Hurling<<. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.", + ">>Illumination<<. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.", + ">>Sentience<<. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.", + ">>Personality<<. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.", + "If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time." +]; MagicItemsList["azuredge"] = { name : "Azuredge", source : [["WDH", 189]], @@ -21699,23 +21639,23 @@ MagicItemsList["azuredge"] = { rarity : "legendary", storyItemAL : true, description : "This battleaxe is sentient, adds +3 to hit and damage, and deals +2d6 radiant damage vs. fiends/undead. As an action, I can stop or start its glow of bright light in a 30-ft radius and dim light for another 30 ft. It has 3 charges, regaining all at dawn, which can be used to throw it, after which it returns to my hand. See Notes.", - descriptionFull : WDH_azuredgeFullDescription.replace(/>>(.*?)<>(.*?)<>(.*?)<>(.*?)< 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 psychic damage' + (classes.known.cleric.level < 17 ? '' : ' \u0026 again if hit by ally before my next turn'); } }, @@ -24048,8 +23988,7 @@ MagicItemsList["pyroconverger"] = { descriptionFull : "A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.\n As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.\n Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.", attunement : true, weight : 1, - weaponsAdd : ["Pyroconverger"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /pyroconverger/i, name : "Pyroconverger", source : [["G", 180]], @@ -24060,8 +23999,9 @@ MagicItemsList["pyroconverger"] = { description : "Hits all in area; Dex save, success - half damage; Roll each time for malfunction, see item", abilitytodamage : false, dc : true, - modifiers : [5, ""] - }, + modifiers : [5, ""], + selectNow : true + }], usages : 1, recovery : "long rest", additional : "if malfunction" @@ -24077,15 +24017,15 @@ MagicItemsList["rakdos riteknife"] = { attunement : true, weight : 1, action : [["bonus action", " (Siphon Vitality)"], ["reaction", " (Annihilation)"]], - weaponsAdd : ["Rakdos Riteknife"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "dagger", regExpSearch : /^(?=.*rakdos)(?=.*riteknife).*$/i, name : "Rakdos Riteknife", source : [["G", 180]], description : "Finesse, light, thrown; Imprisons soul on kill (max 5); +1d4 necrotic damage per stored soul", - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], usages : 1, recovery : "long rest", additional : "Annihilation" @@ -24100,14 +24040,14 @@ MagicItemsList["skyblinder staff"] = { attunement : true, weight : 4, action : [["reaction", " (vs. flying)"]], - weaponsAdd : ["Skyblinder Staff"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "quarterstaff", regExpSearch : /^(?=.*skyblinder)(?=.*staff).*$/i, name : "Skyblinder Staff", source : [["G", 181]], - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], calcChanges : { spellCalc : [ function (type, spellcasters, ability) { @@ -24136,15 +24076,15 @@ MagicItemsList["sunforger"] = { attunement : true, weight : 2, action : [["action", " (hurl/recall)"]], - weaponsAdd : ["Sunforger"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "warhammer", regExpSearch : /sunforger/i, name : "Sunforger", source : [["G", 181]], description : "Versatile (1d10); As action, hurl 120 ft for 20-ft rad 6d6 fire dmg, Dex DC 15 half", - modifiers : [2, 2] - }, + modifiers : [2, 2], + selectNow : true + }], usages : 1, recovery : "short rest", additional : "Hurl" @@ -24158,15 +24098,15 @@ MagicItemsList["sword of the paruns"] = { descriptionFull : "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:\n \u2022 Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.\n \u2022 Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.\n \u2022 Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.", attunement : true, weight : 3, - weaponsAdd : ["Sword of the Paruns"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /^(?=.*sword)(?=.*paruns).*$/i, name : "Sword of the Paruns", source : [["G", 181]], description : "Versatile (1d10); Have ally in 60 ft do something when I take the Attack, Dash, or Dodge action", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] } MagicItemsList["voyager staff"] = { name : "Voyager Staff", @@ -24179,14 +24119,14 @@ MagicItemsList["voyager staff"] = { weight : 4, prerequisite : "Requires attunement by a spellcaster", prereqeval : function(v) { return v.isSpellcaster; }, - weaponsAdd : ["Voyager Staff"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "quarterstaff", regExpSearch : /^(?=.*voyager)(?=.*staff).*$/i, name : "Voyager Staff", source : [["G", 181]], - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], calcChanges : { spellCalc : [ function (type, spellcasters, ability) { @@ -24270,7 +24210,10 @@ MagicItemsList["dagger of blindsight"] = { descriptionFull : "This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.", attunement : true, weight : 1, - weaponsAdd : ["Dagger of Blindsight"], + weaponsAdd : { + select : ["Dagger of Blindsight"], + options : ["Dagger of Blindsight"] + }, vision : [["Blindsight", 30]] } MagicItemsList["professor orb"] = { // contains contributions by Pengsloth @@ -24514,19 +24457,28 @@ MagicItemsList["tearulai"] = { // contains contributions by Pengsloth rarity : "very rare", storyItemAL : true, description : "If I roll a 20 on an attack with this sword, it deals +14 slashing damage and there is a 5% chance its lobs off a limb. It deals max damage to objects and has 6 charges, regaining 1d4+2 at dawn, which it can use to cast spells. It can shed light on command and is a sentient weapon with a will of its own, see Notes page.", - descriptionFull : "The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.\n Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another.\n " + toUni("Sword of Sharpness") + "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.\n In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\n\nNote: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect.\n " + toUni("Spells") + ". The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: Fly (2 charges), Polymorph (3 charges), or Transport Via Plants (4 charges).\n " + toUni("Sentience") + ". The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.\n " + toUni("Personality") + ". Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its Transport Via Plants spell to return whence it came.", + descriptionFull : [ + "The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.", + "Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another.", + toUni("Sword of Sharpness") + ". When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.", + "When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.", + "In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\n\nNote: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect.", + toUni("Spells") + ". The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: Fly (2 charges), Polymorph (3 charges), or Transport Via Plants (4 charges).", + toUni("Sentience") + ". The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.", + toUni("Personality") + ". Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its Transport Via Plants spell to return whence it came." + ].join("\n "), attunement : true, prerequisite : "Requires attunement by a creature of non-evil alignment", prereqeval : function(v) { return !(/evil/i).test(What("Alignment")); }, weight : 3, - weaponsAdd : ["Tearulai"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /tearulai/i, name : "Tearulai", source : [["WDotMM", 76]], - description : "Versatile (1d10); On 20 to hit: +14 damage \u0026 5% chance to sever limb; Max damage vs. objects" - }, + description : "Versatile (1d10); On 20 to hit: +14 damage \u0026 5% chance to sever limb; Max damage vs. objects", + selectNow : true + }], usages : 6, recovery : "dawn", additional : "regain 1d4+2", @@ -25486,14 +25438,14 @@ MagicItemsList["piercer"] = { descriptionFull : "You have a +1 bonus to attack and damage rolls made with this magic weapon.\n A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see \"The Environment\" in chapter 8 of the Player's Handbook.)", attunement : true, weight : 3, - weaponsAdd : ["Piercer"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "shortsword", regExpSearch : /piercer/i, name : "Piercer", source : [["AcqInc", 121]], - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] }; // pub_20190917_DiA.js @@ -25707,13 +25659,13 @@ MagicItemsList["candle mace"] = { // contributed by Nod_Hero descriptionFull : "This +1 mace was made for a cleric of Lathander, the god of dawn. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action.", weight : 4, action : [["action", " (on/off)"]], - weaponsAdd : ["Candle Mace"], weaponOptions : [{ baseWeapon : "mace", regExpSearch : /^(?=.*candle)(?=.*mace).*$/i, name : "Candle Mace", source : [["DiA", 39]], - modifiers : [1, 1] + modifiers : [1, 1], + selectNow : true }] } MagicItemsList["battle standard of infernal power"] = { @@ -25741,8 +25693,8 @@ MagicItemsList["gauntlets of flaming fury"] = { source : [["DiA", 223]], type : "wondrous item", rarity : "rare", - description : "While wearing both these steel gauntlets, any weapons I grasp with them count as magical. As a bonus action once per dawn, I can use them to envelop one or two melee weapons in my grasp with magical flames, causing them to deal an extra 1d6 fire damage on a hit. This last until I sheath or let go of a weapon.", - descriptionFull : "While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.", + description : "While wearing both these steel gauntlets, any weapons I grasp with them count as magical. As a bonus action once per dawn, I can use them to envelop one or two melee weapons in my grasp with magical flames, causing them to deal an extra 1d6 fire damage on a hit. This lasts until I sheathe or let go of a weapon.", + descriptionFull : "While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheathe or let go of either weapon. Once used, this property can't be used again until the next dawn.", attunement : true, action : [["bonus action", ""]], usages : 1, @@ -25769,14 +25721,14 @@ MagicItemsList["fane-eater"] = { prerequisite : "Requires attunement by an evil cleric or paladin", prereqeval : function(v) { return (classes.known.paladin || classes.known.cleric) && (/evil/i).test(What("Alignment")); }, weight : 4, - weaponsAdd : ["Fane-Eater"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "battleaxe", regExpSearch : /fane-eater/i, name : "Fane-Eater", source : [["DiA", 223]], - description : "Versatile (1d10); On 20 to hit: +2d8 necrotic damage and I heal same amount" - } + description : "Versatile (1d10); On 20 to hit: +2d8 necrotic damage and I heal same amount", + selectNow : true + }] } MagicItemsList["hellfire weapon"] = { name : "Hellfire Weapon", @@ -25851,14 +25803,14 @@ MagicItemsList["matalotok"] = { descriptionFull : "Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.\n You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.", attunement : true, weight : 2, - weaponsAdd : ["Matalotok"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "warhammer", regExpSearch : /matalotok/i, name : "Matalotok", source : [["DiA", 224]], - description : "Versatile (1d10); On hit: all in 30-ft radius take 3d6 cold damage" - }, + description : "Versatile (1d10); On hit: all in 30-ft radius take 3d6 cold damage", + selectNow : true + }], savetxt : { immune : ["cold"] } } MagicItemsList["obsidian flint dragon plate"] = { @@ -25868,7 +25820,6 @@ MagicItemsList["obsidian flint dragon plate"] = { rarity : "legendary", description : "I gain a +2 bonus to AC and resistance to poison damage while I wear this plate armor. In addition, I gain advantage on ability checks and saving throws made to avoid or end the grappled condition on myself.", descriptionFull : "You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.", - armorAdd : "Obsidian Flint Dragon Plate", armorOptions : [{ regExpSearch : /^(?=.*obsidian)(?=.*flint)(?=.*dragon)(?=.*plate).*$/i, name : "Obsidian Flint Dragon Plate", @@ -25877,7 +25828,8 @@ MagicItemsList["obsidian flint dragon plate"] = { ac : "18+2", stealthdis : true, weight : 65, - strReq : 15 + strReq : 15, + selectNow : true }], dmgres : ["Poison"], savetxt : { adv_vs : ["grappled"] }, @@ -25995,9 +25947,9 @@ RaceList.locathah = { regExpSearch : /^(?=.*natural)(?=.*armou?r).*$/i, name : "Natural Armor", source : [["LR", 24]], - ac : 12 + ac : 12, + selectNow : true }], - armorAdd : "Natural Armor", age : " mature to adulthood by the age of 10 but have been known to live up to 80 years", height : " stand between 5 and 6 feet tall", weight : " average about 150 pounds", @@ -26189,15 +26141,15 @@ RaceList["longtooth shifter"] = { walk : { spd : 30, enc : 20 } }, languageProfs : ["Common"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*fangs?)(?=.*long)(?=.*(tooth|teeth)).*$/i, name : "Longtooth Fangs", source : [["E:RLW", 34]], damage : [1, 6, "piercing"], - description : "Only while shifted; One attack as bonus action" - }, - weaponsAdd : ["Longtooth Fangs"], + description : "Only while shifted; One attack as bonus action", + selectNow : true + }], vision : [["Darkvision", 60]], skills : ["Intimidation"], age : " reach young adulthood at age 10 and rarely live over 70", @@ -28577,8 +28529,7 @@ MagicItemsList["arcane propulsion arm"] = { attunement : true, prerequisite : "Requires attunement by a creature missing a hand or an arm", prereqeval : function (v) { return false; }, - weaponsAdd : ["Arcane Propulsion Arm"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*arcane)(?=.*propulsion)(?=.*arm).*$/i, name : "Arcane Propulsion Arm", source : [["E:RLW", 276]], @@ -28587,8 +28538,9 @@ MagicItemsList["arcane propulsion arm"] = { damage : [1, 8, "force"], range : "Melee, 20/60 ft", description : "Thrown; Returns immediately after thrown", - abilitytodamage : true - } + abilitytodamage : true, + selectNow : true + }] } MagicItemsList["armblade"] = { name : "Armblade", @@ -28707,15 +28659,15 @@ MagicItemsList["dyrrn's tentacle whip"] = { attunement : true, weight : 3, action : [["bonus action", "Tentacle Whip (draw/sheath)"]], - weaponsAdd : ["Dyrrn's Tentacle Whip"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "whip", regExpSearch : /^(?=.*tentacle)(?=.*whip).*$/i, name : "Dyrrn's Tentacle Whip", source : [["E:RLW", 276]], description : "Finesse, reach; +1d6 psychic dmg; On 20 to hit: stun until its next turn ends; Disadv. vs. aberrations", - modifiers : [2, 2] - } + modifiers : [2, 2], + selectNow : true + }] } MagicItemsList["earworm"] = { name : "Earworm", @@ -29026,8 +28978,7 @@ MagicItemsList["kyrzin's ooze"] = { usages : 1, recovery : "dawn" }], - weaponsAdd : ["Kyrzin's Ooze Acid Breath"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*ooze)(?=.*acid)(?=.*breath).*$/i, name : "Kyrzin's Ooze Acid Breath", source : [["E:RLW", 278]], @@ -29038,8 +28989,9 @@ MagicItemsList["kyrzin's ooze"] = { description : "Hits all in area; Dex save, success - half damage; Usable only once per dawn", abilitytodamage : false, dc : true, - modifiers : [7, ""] - } + modifiers : [7, ""], + selectNow : true + }] } MagicItemsList["living armor"] = { name : "Living Armor", @@ -29672,7 +29624,8 @@ RaceList["lotusden halfling"] = { // contains contributions by Metacomet10 description : "Hits all in area; Dex save, success - half damage; Usable only once per short rest", abilitytodamage : false, dc : true, - dbBreathWeapon : true + dbBreathWeapon : true, + selectNow : true }; var EGtW_acidBreath = EGtW_breathWeaponDesc("acid", "line"); var EGtW_fireBreathCone = EGtW_breathWeaponDesc("fire", "cone"); @@ -29697,7 +29650,6 @@ RaceList["lotusden halfling"] = { // contains contributions by Metacomet10 languageProfs : ["Common", "Draconic"], vision : [["Darkvision", 60]], weaponOptions : [EGtW_breathWeaponObj], - weaponsAdd : ["Breath Weapon"], age : " reach adulthood by 15 and live around 80 years", height : " stand well over 6 feet tall (5'6\" + 2d8\")", weight : " weigh around 240 lb (175 + 2d8 \xD7 2d6 lb)", @@ -29825,7 +29777,6 @@ RaceList["lotusden halfling"] = { // contains contributions by Metacomet10 languageProfs : ["Common", "Draconic"], vision : [["Darkvision", 60]], weaponOptions : [EGtW_breathWeaponObj], - weaponsAdd : ["Breath Weapon"], age : " reach adulthood by 15 and live around 80 years", height : " stand well over 6 feet tall (5'6\" + 2d8\")", weight : " weigh around 240 lb (175 + 2d8 \xD7 2d6 lb)", @@ -31008,15 +30959,15 @@ MagicItemsList["bloodaxe"] = { attunement : true, description : "This rust-colored magical greataxe grants a +2 bonus to attack and damage rolls made with it. The axe deals an additional 1d6 necrotic damage to creature's that aren't constructs or undead. If I reduce a creature to 0 hit points with this axe, I gain 10 temporary hit points.", descriptionFull : "You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.\n This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.", - weaponsAdd : ["Bloodaxe"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "greataxe", regExpSearch : /bloodaxe/i, name : "Bloodaxe", source : [["W", 266]], description : "Heavy, two-handed; +1d6 necrotic damage to living targets", - modifiers : [2, 2] - }, + modifiers : [2, 2], + selectNow : true + }], weight : 7 }; MagicItemsList["breathing bubble"] = { @@ -31141,16 +31092,16 @@ MagicItemsList["duskcrusher"] = { usages : 1, recovery : "dawn" }], - weaponsAdd : ["Duskcrusher"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "warhammer", regExpSearch : /duskcrusher/i, name : "Duskcrusher", source : [["W", 266]], damage : [1, 8, "radiant"], description : "Versatile (1d10); +1d8 damage vs. undead", - modifiers : [2, 2] - }, + modifiers : [2, 2], + selectNow : true + }], weight : 2, fixedDC : 15, spellcastingBonus : { @@ -31202,14 +31153,14 @@ MagicItemsList["hunter's coat"] = { usages : 3, recovery : "dawn", additional : "regains 1d3", - armorAdd : "Hunter's Coat", armorOptions : [{ regExpSearch : /^(?=.*hunter)(?=.*coat).*$/i, name : "Hunter's Coat", source : [["W", 267]], type : "light", ac : "11+1", - weight : 10 + weight : 10, + selectNow : true }], weight : 10 }; @@ -31269,14 +31220,14 @@ MagicItemsList["needle of mending"] = { description : "This weapon is a magic dagger disguised as a sewing needle. As a bonus action, I can speak its command word to transform it into a dagger or back into a needle. I gain a +1 bonus to attack and damage rolls made with the dagger. As an action while holding it, I can cast the mending cantrip from it.", descriptionFull : "This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.\n You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it.", action : [["bonus action", " (transform)"]], - weaponsAdd : ["Needle of Mending"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "dagger", regExpSearch : /^(?=.*needle)(?=.*mending).*$/i, name : "Needle of Mending", source : [["W", 268]], - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], spellcastingBonus : { name : "At will", spells : ["mending"], @@ -31782,14 +31733,14 @@ MagicItemsList["hide of the feral guardian"] = { "dormant" : { name : "Hide of the Feral Guardian [dormant]", description : "This +1 studded leather armor retains it benefits even when I'm transformed by an effect that replaces any of my game statistics with those of another creature and then also grants me a +1 bonus to melee attack and damage rolls. Once per dawn, I can cast Polymorph on myself to transform into a giant owl.", - armorAdd : "Hide of the Feral Guardian", armorOptions : [{ regExpSearch : /^(?=.*hide)(?=.*feral guardian).*$/i, name : "Hide of the Feral Guardian", source : [["W", 271]], type : "light", ac : "12+1", - weight : 13 + weight : 13, + selectNow : true }], spellChanges : { "polymorph" : { @@ -31802,16 +31753,15 @@ MagicItemsList["hide of the feral guardian"] = { }, "awakened" : { name : "Hide of the Feral Guardian [awakened]", - armorAdd : "Hide of the Feral Guardian [awakened]", description : "This +2 studded leather armor retains it benefits even when I'm transformed by an effect that replaces any of my game statistics with those of another creature and then also grants me a +2 bonus to melee attack and damage rolls. Once per dawn, I can cast Polymorph on myself to become a giant owl or cave bear.", - armorAdd : "Hide of the Feral Guardian", armorOptions : [{ regExpSearch : /^(?=.*hide)(?=.*feral guardian).*$/i, name : "Hide of the Feral Guardian", source : [["W", 271]], type : "light", ac : "12+2", - weight : 13 + weight : 13, + selectNow : true }], spellChanges : { "polymorph" : { @@ -31825,14 +31775,14 @@ MagicItemsList["hide of the feral guardian"] = { "exalted" : { name : "Hide of the Feral Guardian [exalted]", description : "This +3 studded leather armor retains it benefits even when I'm transformed by an effect that replaces any of my game statistics with those of another creature and then grants a +2 to melee attack and damage rolls. Once per dawn, I can cast Polymorph on myself to become a giant owl, cave bear or guardian wolf.", - armorAdd : "Hide of the Feral Guardian", armorOptions : [{ regExpSearch : /^(?=.*hide)(?=.*feral guardian).*$/i, name : "Hide of the Feral Guardian", source : [["W", 271]], type : "light", ac : "12+3", - weight : 13 + weight : 13, + selectNow : true }], spellChanges : { "polymorph" : { @@ -31925,15 +31875,15 @@ MagicItemsList["infiltrator's key"] = { name : "Infiltrator's Key [awakened]", description : "I can use this mithral skeleton key as thieves' tools to open locks. I'm proficient with it and gain adv. on the roll. While holding it, I have adv. on Stealth checks to move silently. As a bonus action, I can transform it into a +1 dagger that returns immediately when thrown. I can use it to cast several spells, each once per dawn.", action : [["bonus action", "Infiltrator's Key (transform dagger)"]], - weaponsAdd : ["Infiltrator's Key"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "dagger", regExpSearch : /infiltrator's key|key of the infiltrator/i, name : "Infiltrator's Key", source : [["W", 273]], description : "Finesse, light, thrown; Returns when thrown", - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], spellcastingAbility : "class", spellcastingBonus : { name : "Once per dawn", @@ -31950,15 +31900,15 @@ MagicItemsList["infiltrator's key"] = { ["bonus action", "Infiltrator's Key (transform dagger)"], ["bonus action", "Infiltrator's Key (create opening)"] ], - weaponsAdd : ["Infiltrator's Key"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "dagger", regExpSearch : /infiltrator's key|key of the infiltrator/i, name : "Infiltrator's Key", source : [["W", 273]], description : "Finesse, light, thrown; Returns when thrown", - modifiers : [1, 1] - }, + modifiers : [1, 1], + selectNow : true + }], spellcastingAbility : "class", spellcastingBonus : { name : "Once per dawn", @@ -32010,7 +31960,7 @@ MagicItemsList["stormgirdle"] = { usages : 1, recovery : "dawn" }], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*storm avatar)(?=.*lightning strike).*$/i, name : "Storm Avatar's Lightning Strike", source : [["W", 273]], @@ -32022,7 +31972,7 @@ MagicItemsList["stormgirdle"] = { modifiers : [7, ""], dc : true, stormAvatarLightningStrike : true - }, + }], calcChanges : { atkAdd : [ function (fields, v) { @@ -32040,14 +31990,12 @@ MagicItemsList["stormgirdle"] = { "dormant" : { name : "Stormgirdle [dormant]", description : "This wide belt of thick leather branded with the symbol of Kord grants me resistance to lightning and thunder damage and increases my Strength to 21. As an action once per dawn, I can use it to become a Storm Avatar for 1 minute. See Notes page for more information.", - scoresOverride : [21, 0, 0, 0, 0, 0], - weaponsAdd : ["Storm Avatar's Lightning Strike"] + scoresOverride : [21, 0, 0, 0, 0, 0] }, "awakened" : { name : "Stormgirdle [awakened]", description : "This wide belt of thick leather branded with the symbol of Kord grants me resistance to lightning and thunder damage and increases my Strength to 23. As an action once per dawn, I can use it to become a Storm Avatar for 1 minute. See Notes page for more information.", - scoresOverride : [23, 0, 0, 0, 0, 0], - weaponsAdd : ["Storm Avatar's Lightning Strike"] + scoresOverride : [23, 0, 0, 0, 0, 0] }, "exalted" : { name : "Stormgirdle [exalted]", @@ -32170,16 +32118,16 @@ MagicItemsList["verminshroud"] = { }, speed : { climb : { spd : "walk", enc : "walk" } }, action : [["bonus action", "Verminshroud: Bite"]], - weaponsAdd : ["Verminshroud: Bite"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*verminshroud)(?=.*bite).*$/i, name : "Verminshroud: Bite", source : [["W", 273]], damage : [1, 6, "piercing"], description : "Bonus action; DC17 Con save or poisoned 1 min, repeat save end of their turns", - abilitytodamage : true - } + abilitytodamage : true, + selectNow : true + }] } }; var EGtW_WreathPrismFullDescription = [ @@ -32318,9 +32266,9 @@ RaceList["leonin"] = { // includes contributions by BraabHimself regExpSearch : /^(?=.*(leonin|\bcats?\b))(?=.*claw).*$/i, name : "Leonin Claws", source : [["MoT", 21]], - damage : [1, 4, "slashing"] + damage : [1, 4, "slashing"], + selectNow : true }], - weaponsAdd : ["Leonin Claws"], abilitySave : 3, age : " mature and age at about the same rate as humans", height : " are typically over 6 feet tall, with some standing over 7 feet (5'6\" + 2d10\")", @@ -32354,14 +32302,14 @@ RaceList["satyr"] = { // includes contributions by BraabHimself }, savetxt : { adv_vs : ["magic"] }, languageProfs : ["Common", "Sylvan"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*(satyr|\bram\b))(?=.*headbutt).*$/i, name : "Satyr Headbutt", source : [["MOT", 25]], - damage : [1, 4, "bludgeoning"] - }, - weaponsAdd : ["Satyr Headbutt"], + damage : [1, 4, "bludgeoning"], + selectNow : true + }], toolProfs : [["Musical instrument", 1]], age : " mature and age at about the same rate as humans", height : " range from just under 5 feet to about 6 feet in height, with generally slender builds (4'8\" + 2d8\")", @@ -32798,31 +32746,30 @@ MagicItemsList["molten bronze skin"] = { choicesNotInMenu : true, "breastplate" : { description : "This breastplate appears as a jug of molten bronze. When I attune to it, it adheres and contours to my skin. It can be worn under clothes and doesn't impede bodily functions. It can't be removed unless I choose to do so, grants me resistance to fire damage, and doesn't impose disadv. on Dex (Stealth) checks.", - armorAdd : "Molten Bronze Skin", armorOptions : [{ regExpSearch : /^(?=.*molten)(?=.*bronze)(?=.*skin).*$/i, name : "Molten Bronze Skin", source : [["MOT", 197]], type : "medium", ac : 14, - weight : 20 + weight : 20, + selectNow : true }] }, "half plate" : { description : "This half plate armor appears as a jug of molten bronze. When I attune to it, it adheres and contours to my skin. It can be worn under clothes and doesn't impede bodily functions. It can't be removed unless I choose to do so, grants me resistance to fire damage, and doesn't impose disadv. on Dex (Stealth) checks.", - armorAdd : "Molten Bronze Skin", armorOptions : [{ regExpSearch : /^(?=.*molten)(?=.*bronze)(?=.*skin).*$/i, name : "Molten Bronze Skin", source : [["MOT", 197]], type : "medium", ac : 15, - weight : 40 + weight : 40, + selectNow : true }] }, "plate" : { description : "This plate armor appears as a jug of molten bronze. When I attune to it, it adheres and contours to my skin. It can be worn under clothes and doesn't impede bodily functions. It can't be removed unless I choose to do so, grants me resistance to fire damage, and doesn't impose disadv. on Dex (Stealth) checks.", - armorAdd : "Molten Bronze Skin", armorOptions : [{ regExpSearch : /^(?=.*molten)(?=.*bronze)(?=.*skin).*$/i, name : "Molten Bronze Skin", @@ -32830,7 +32777,8 @@ MagicItemsList["molten bronze skin"] = { type : "heavy", ac : 18, weight : 65, - strReq : 15 + strReq : 15, + selectNow : true }] } }; @@ -32982,15 +32930,15 @@ MagicItemsList["two-birds sling"] = { description : "This sling adds +1 to hit and damage rolls made with it. On a hit, I can cause the ammunition to ricochet towards a second target within 10 ft of the first, rolling a ranged attack against the second target as well.", descriptionFull : "You have a +l bonus to attack and damage rolls made with this weapon."+ "\n When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.", - weaponsAdd : ["Two-Birds Sling"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "sling", regExpSearch : /^(?=.*two-birds)(?=.*sling).*$/i, name : "Two-Birds Sling", source : [["MOT", 198]], description : "Ammunition; On hit ricochet to another in 10 ft", - modifiers : [1, 1] - } + modifiers : [1, 1], + selectNow : true + }] }; // pub_20200915_RotF.js @@ -34130,7 +34078,7 @@ ClassList["sidekick-expert-tcoe"] = { "coordinated strike" : { name : "Coordinated Strike", source : [["T", 144]], - minlevel : 7, + minlevel : 6, description : desc([ "I can use Helpful to aid an ally to attack a creature up to 30 ft away from me", "If I do so, I add +2d6 damage on my next attack to that creature in the current turn" @@ -34837,8 +34785,7 @@ MagicItemsList["arcane propulsion armor"] = { descriptionChange : ["prefix", "armor"] }, speed : { walk : { spd : "+5", enc : "+5" } }, - weaponsAdd : ["Arcane Propulsion Gauntlets"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*arcane)(?=.*propulsion)(?=.*gauntlet).*$/i, name : "Arcane Propulsion Gauntlets", source : [["T", 20]], @@ -34847,8 +34794,9 @@ MagicItemsList["arcane propulsion armor"] = { damage : [1, 8, "force"], range : "Melee, 20/60 ft", description : "Thrown; Returns immediately after thrown", - abilitytodamage : true - } + abilitytodamage : true, + selectNow : true + }] } AddFeatureChoice(ClassList.artificer.features["infuse item"], true, "Armor of Magical Strength", { name : "Armor of Magical Strength", @@ -35140,8 +35088,8 @@ RunFunctionAtEnd(function () { submenu : "Guardian Arcane Armor", description : guardianTxt, additional : guardianAdditional, - armorAdd : gArmName, - weaponsAdd : ["Thunder Gauntlets"], + armorAdd : { select : gArmName, options : [gArmName] }, + weaponsAdd : { select : ["Thunder Gauntlets"] }, prereqeval : prereqFunc, dependentChoices : "guardian" } @@ -35152,8 +35100,8 @@ RunFunctionAtEnd(function () { submenu : "Infiltrator Arcane Armor", description : infiltratorTxt + (anArm.stealthdis ? ", cancelling out the disadv. it imposes" : ""), speed : { walk : {spd : "+5", enc : "+5" } }, - armorAdd : iArmName, - weaponsAdd : ["Lightning Launcher"], + armorAdd : { select : iArmName, options : [iArmName] }, + weaponsAdd : { select : ["Lightning Launcher"] }, prereqeval : prereqFunc, advantages : [["Stealth", true]], dependentChoices : "infiltrator" @@ -35219,7 +35167,8 @@ AddSubClass("barbarian", "path of the beast", { range : "Melee", description : "Only in rage; On a hit once on my turn, regain Prof Bonus in HP (if below 1/2 HP)", abilitytodamage : true, - bestialNaturalWeapon : true + bestialNaturalWeapon : true, + selectNow : true }, { regExpSearch : /^(?=.*(bestial|beast))(?=.*claws?).*$/i, name : "Bestial Claws", @@ -35230,7 +35179,8 @@ AddSubClass("barbarian", "path of the beast", { range : "Melee", description : "Only in rage; Extra attack if used as part of Attack action", abilitytodamage : true, - bestialNaturalWeapon : true + bestialNaturalWeapon : true, + selectNow : true }, { regExpSearch : /^(?=.*(bestial|beast))(?=.*tail).*$/i, name : "Bestial Tail", @@ -35241,9 +35191,9 @@ AddSubClass("barbarian", "path of the beast", { range : "Melee", description : "Reach; Only in rage", abilitytodamage : true, - bestialNaturalWeapon : true + bestialNaturalWeapon : true, + selectNow : true }], - weaponsAdd : ["Bestial Bite", "Bestial Claws", "Bestial Tail"], additional : levels.map(function(n) { return n < 6 ? "" : "chosen weapon counts as magical"; }), @@ -35607,11 +35557,11 @@ RunFunctionAtEnd(function() { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && (!v.thisWeapon[3] || Number(SpellsList[v.thisWeapon[3]].level) !== 0)) { + if (classes.known.cleric && (v.isWeapon || (v.thisWeapon[3] && SpellsList[v.thisWeapon[3]].level === 0)) && /\d/.test(fields.Damage_Die)) { fields.Description += (fields.Description ? '; ' : '') + 'Once per round +1d8 radiant damage'; } }, - "Once per turn when a creature takes damage from one of my spell or weapon attacks, I can also deal 1d8 radiant damage to the target." + "Once per round, when a creature takes damage from one of my spell or weapon attacks, I can also deal 1d8 radiant damage to the target." ] } }); @@ -35676,24 +35626,8 @@ AddSubClass("cleric", "peace domain", { name : "Potent Spellcasting", source : [["T", 33]], minlevel : 8, - description : "\n I add my Wisdom modifier to the damage I deal with my cleric cantrips", - calcChanges : { - atkCalc : [ - function (fields, v, output) { - if (classes.known.cleric && classes.known.cleric.level > 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Expansive Bond", @@ -35788,7 +35722,7 @@ AddSubClass("cleric", "twilight domain", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 radiant damage'; } }, @@ -35911,7 +35845,7 @@ AddSubClass("druid", "circle of the stars", { "When I do so, I choose one constellation that glimmers on my body, granting me benefits", "See the 3rd page's \"Notes\" section for the benefits of the possible constellations" ]), - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*luminous)(?=.*arrow).*$/i, name : "Luminous Arrow", source : [["T", 38]], @@ -35922,9 +35856,9 @@ AddSubClass("druid", "circle of the stars", { description : "Use as bonus action", abilitytodamage : true, useSpellMod : "druid", - luminousarrow : true - }, - weaponsAdd : ['Luminous Arrow'], + luminousarrow : true, + selectNow : true + }], extraname : "Starry Form", "archer constellation" : { name : "Archer Constellation", @@ -36826,8 +36760,7 @@ AddSubClass("monk", "way of the astral self", { "As a bonus action, I can use my ki to summon the arms of my astral self for 10 minutes" ]), action : [["bonus action", "Summon Astral Arms"]], - weaponsAdd : ["Astral Arms"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*\bastral\b)(?=.*\barms?\b).*$/i, name : "Astral Arms", @@ -36836,8 +36769,9 @@ AddSubClass("monk", "way of the astral self", { range : "Melee (+5 ft)", damage : [1, "", "Force"], description : "+5 ft reach; Uses Str, Dex, or Wis", - isAstralArms : true - }, + isAstralArms : true, + selectNow : true + }], "astral arms" : { name : "Astral Arms", extraname : "Way of the Astral Self 3", @@ -37872,7 +37806,6 @@ AddSubClass("rogue", "soulknife", { "To do this, my other hand needs to be free as well and this blade does only 1d4 damage" ]), action : [["bonus action", "Psychic Blade (after Attack action)"]], - weaponsAdd : ["Psychic Blade"], weaponOptions : [{ regExpSearch : /^(?=.*psychic)(?=.*blade).*$/i, name : "Psychic Blade", @@ -37882,7 +37815,8 @@ AddSubClass("rogue", "soulknife", { damage : [1, 6, "psychic"], range : "Melee, 60 ft", description : "Finesse, thrown; Bonus action: 1d4 instead of 1d6", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }] }, "subclassfeature9" : { @@ -38486,7 +38420,6 @@ AddSubClass("warlock", "the fathomless", { additional : levels.map(function (n) { return (n < 10 ? 1 : 2) + "d8"; }), - weaponsAdd : ['Tentacle of the Deeps'], weaponOptions : [{ regExpSearch : /^(?=.*tentacle)(?=.*\b(deeps?|spectral)\b).*$/i, name : "Tentacle of the Deeps", @@ -38497,7 +38430,8 @@ AddSubClass("warlock", "the fathomless", { range : "Melee (10 ft)", description : "On hit, -10 ft speed until my next turn starts", abilitytodamage : false, - tentacleOfTheDeeps : true + tentacleOfTheDeeps : true, + selectNow : true }], calcChanges : { atkAdd : [ @@ -39736,41 +39670,41 @@ MagicItemsList["barrier tattoo"] = { name : "Barrier Tattoo (uncommon)", rarity : "uncommon", description : "When I attune to this magic needle, it disappears and I gain a magical tattoo of a design of my choosing featuring protective imagery. While I'm not wearing armor, the tattoo grants me an AC of 12 + my Dexterity modifier. I can use a shield and still gain this benefit.", - armorAdd : "Barrier Tattoo", armorOptions : [{ regExpSearch : /^(?=.*barrier)(?=.*tattoo).*$/i, name : "Barrier Tattoo", source : [["T", 122]], ac : 12, - affectsWildShape : true + affectsWildShape : true, + selectNow : true }] }, "ac 15+dex (rare)" : { name : "Barrier Tattoo (rare)", rarity : "rare", description : "When I attune to this magic needle, it disappears and I gain a magical tattoo of a design of my choosing featuring protective imagery. While I'm not wearing armor, the tattoo grants me an AC of 15 + my Dexterity modifier (maximum of +2). I can use a shield and still gain this benefit.", - armorAdd : "Barrier Tattoo", armorOptions : [{ regExpSearch : /^(?=.*barrier)(?=.*tattoo).*$/i, name : "Barrier Tattoo", source : [["T", 122]], ac : 15, dex : 2, - affectsWildShape : true + affectsWildShape : true, + selectNow : true }] }, "ac 18 (very rare)" : { name : "Barrier Tattoo (very rare)", rarity : "very rare", description : "When I attune to this magic needle, it disappears and I gain a magical tattoo of a design of my choosing featuring protective imagery. While I'm not wearing armor, the tattoo grants me an AC of 18. I can use a shield and still gain this benefit.", - armorAdd : "Barrier Tattoo", armorOptions : [{ regExpSearch : /^(?=.*barrier)(?=.*tattoo).*$/i, name : "Barrier Tattoo", source : [["T", 122]], ac : 18, dex : -10, - affectsWildShape : true + affectsWildShape : true, + selectNow : true }] } } @@ -39799,7 +39733,6 @@ MagicItemsList["coiling grasp tattoo"] = { descriptionFull : "Produced by a special needle, this magic tattoo has long intertwining designs."+ "\n " + toUni("Grasping Tendrils") + ". While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature." + magicTattoosTxt.unicode, action : [["action", ""]], - weaponsAdd : ["Coiling Grasp Tattoo"], weaponOptions : [{ regExpSearch : /^(?=.*coiling grasp)(?=.*tattoo).*$/i, name : "Coiling Grasp Tattoo", @@ -39811,7 +39744,8 @@ MagicItemsList["coiling grasp tattoo"] = { description : "Str save, success - no damage, fail - grappled; Escape DC 14 Athletics/Acrobatics", abilitytodamage : false, dc : true, - modifiers : [6, ""] + modifiers : [6, ""], + selectNow : true }] } MagicItemsList["eldritch claw tattoo"] = { @@ -40377,7 +40311,7 @@ MagicItemsList["moon sickle"] = { "While holding the Moon Sickle, I gain a +1 bonus to the spell attack rolls and saving throw DCs of my druid and ranger spells." ] }, - weaponsAdd : ["Moon Sickle +1"] + weaponsAdd : { select : ["Moon Sickle +1"], options : ["Moon Sickle +1"] } }, "+2 weapon, +2 to spell attacks and dcs (rare)" : { name : "Moon Sickle +2", @@ -40391,7 +40325,7 @@ MagicItemsList["moon sickle"] = { "While holding the Moon Sickle, I gain a +2 bonus to the spell attack rolls and saving throw DCs of my druid and ranger spells." ] }, - weaponsAdd : ["Moon Sickle +2"] + weaponsAdd : { select : ["Moon Sickle +2"], options : ["Moon Sickle +2"] } }, "+3 weapon, +3 to spell attacks and dcs (very rare)" : { name : "Moon Sickle +3", @@ -40405,7 +40339,7 @@ MagicItemsList["moon sickle"] = { "While holding the Moon Sickle, I gain a +3 bonus to the spell attack rolls and saving throw DCs of my druid and ranger spells." ] }, - weaponsAdd : ["Moon Sickle +3"] + weaponsAdd : { select : ["Moon Sickle +3"], options : ["Moon Sickle +3"] } } } MagicItemsList["rhythm maker's drum"] = { @@ -40932,7 +40866,7 @@ MagicItemsList["reveler's concertina"] = { function (type, spellcasters, ability) { if (type === "dc" && spellcasters.indexOf('bard') !== -1) return 2; }, - "While holding the Reveler's Concertina, I gain a +2 bonus to the spell attack rolls and saving throw DCs of my bard spells." + "While holding the Reveler's Concertina, I gain a +2 bonus to the saving throw DCs of my bard spells." ] } } @@ -41038,13 +40972,13 @@ MagicItemsList["devotee's censer"] = { usages : 1, recovery : "dawn", action : [["bonus action", " (incense cloud)"]], - weaponsAdd : ["Devotee's Censer"], weaponOptions : [{ baseWeapon : "flail", regExpSearch : /^(?=.*devotee)(?=.*censer).*$/i, name : "Devotee's Censer", source : [["T", 126]], - description : "+1d8 radiant damage" + description : "+1d8 radiant damage", + selectNow : true }] } MagicItemsList["guardian emblem"] = { @@ -41159,7 +41093,6 @@ MagicItemsList["serpent scale armor"] = { attunement : false, description : "This suit of magical scale mail is made from shimmering scales. Unlike normal scale mail, it does not impose disadvantage on my Dexterity (Stealth) checks and allows me to apply my full Dexterity modifier instead of the normal maximum of +2 for Medium armor.", descriptionFull : "This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.", - armorAdd : "Serpent Scale Armor", armorOptions : [{ regExpSearch : /serpent scale/i, name : "Serpent Scale Armor", @@ -41167,7 +41100,8 @@ MagicItemsList["serpent scale armor"] = { type : "medium", ac : 14, weight : 45, - dex : 100 + dex : 100, + selectNow : true }] }; MagicItemsList["serpent's fang"] = { @@ -41179,13 +41113,13 @@ MagicItemsList["serpent's fang"] = { description : "This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.", descriptionFull : "This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.", weight : 2, - weaponsAdd : ["Serpent's Fang"], weaponOptions : [{ baseWeapon : "longsword", regExpSearch : /^(?=.*serpent)(?=.*fang).*$/i, name : "Serpent's Fang", source : [["CM", 98]], description : "Versatile (d10); +1d10 poison damage", + selectNow : true }] }; if (MagicItemsList["alchemy jug"]) { @@ -41240,13 +41174,13 @@ MagicItemsList["gloves of soul catching"] = { descriptionFull : "Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher."+ "\n After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.", scoresOverride : [0, 0, 20, 0, 0, 0], - weaponsAdd : ["Gloves of Soul Catching"], weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*gloves)(?=.*soul)(?=.*catching).*$/i, name : "Gloves of Soul Catching", source : [["CM", 169]], - description : "+2d10 force damage" + description : "+2d10 force damage", + selectNow : true }] }; MagicItemsList["watchful helm"] = { @@ -41296,14 +41230,14 @@ MagicItemsList["staff of fate"] = { recovery : "Special" }], action : [["bonus action", ""]], - weaponsAdd : ["Staff of Fate"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "quarterstaff", regExpSearch : /\bstaff of fate\b/i, name : "Staff of Fate", source : [["CM", 183]], - modifiers : [3, 3] - } + modifiers : [3, 3], + selectNow : true + }] }; var CM_NetherScrollOfAzumar = "After 30 days of studying 8 h/day, I make a DC 25 Int (Arcana) check. If failed, I take 16d10 psychic damage and start anew. On a success, I gain +2 Int to a max of 22, I gain advantage on saves against spells and magical effects, and a stone golem appears within 60 ft that acts as ally. If I die, the golem turns to dust."; MagicItemsList["nether scroll of azumar"] = { @@ -41370,7 +41304,6 @@ RaceList["dhampir"] = { } }, vision : [["Darkvision", 60]], - weaponsAdd : ["Vampiric Bite"], weaponOptions : [{ regExpSearch : /^(?=.*vampiric)(?=.*bite).*$/i, name : "Vampiric Bite", @@ -41382,7 +41315,8 @@ RaceList["dhampir"] = { description : "Adv. while at or below half HP; Can empower myself on hit", isAlwaysProf : true, abilitytodamage : true, - monkweapon : true + monkweapon : true, + selectNow : true }], extraLimitedFeatures : [{ name : "Vampiric Bite", @@ -41604,7 +41538,7 @@ AddSubClass("bard", "college of spirits",{ "While holding a spiritual focus, I can add 1d6 to one damage or healing roll of bard spells" ]), calcChanges : { - atkCalc : [ + atkAdd : [ function (fields, v, output) { if (v.thisWeapon[3] && SpellsList[v.thisWeapon[3]] && v.thisWeapon[4].indexOf("bard") !== -1) { // If RAW is selected, first test if this spell is eligible to use with a spellcasting focus @@ -41997,6 +41931,68 @@ BackgroundFeatureList["official inquiry"] = { source : [["VRGtR", 35], ["ALbackground", 0]] }; +// Magic Items +MagicItemsList["harkon's bite"] = { + name : "Harkon's Bite", + source : [["VRGtR", 137]], + type : "wondrous item", + rarity : "uncommon", + attunement : true, + description : "This necklace with a dire wolf tooth gives me a +1 on checks and saves. Curse: I can't remove it once I'm attuned to it. If I don or remove the necklace, even if I'm not attuned, I'm afflicted with werewolf lycanthropy (MM 211). This lasts until the dawn after the next full moon, unless I'm still wearing the necklace at dawn.", + descriptionFull : "A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws."+ + "\n " + toUni("Curse") + ". Attuning to Harkon's Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace."+ + "\n Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.", + addMod : [ + { type : "save", field : "all", mod : 1, text : "I gain a +1 bonus on all my saving throws." }, + { type : "skill", field : "all", mod : 1, text : "I gain a +1 bonus on all my ability checks." }, + { type : "skill", field : "Init", mod : 1, text : "I gain a +1 bonus on all my ability checks." } + ] +} +var VRGtR_nepentheFullDescription = [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.", + "While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", + ">>Sentience<<. Nepenthe is a sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate telepathically.", + ">>Personality<<. In its lifetime, the sword has beheaded thousands of criminals, not all of whom were guilty of the crimes for which they were convicted. The sword cannot distinguish the guilty from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable." +] +MagicItemsList["nepenthe"] = { + name : "Nepenthe", + source : [["VRGtR", 137]], + type : "weapon (any sword)", + rarity : "legendary", + magicItemTable : "I", + attunement : true, + prerequisite : "Requires attunement by a paladin", + prereqeval : function (v) { return classes.known.paladin ? true : false; }, + description : "This sentient holy avenger longsword gives me a +3 bonus to attack and damage rolls. It does +2d10 radiant damage against fiends and undead. While holding the drawn sword, I have a 10-ft radius aura (30-ft if level 17 paladin) that grants me and my allies adv. on saves against spells and magical effects.", + descriptionFull : VRGtR_nepentheFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>dragon<< Dragon's Wrath Breath (wakened)", action : [["action", ""]], - weaponsAdd : ">>dragon<< DW Breath (wakened)", - weaponOptions : { + weaponOptions : [{ regExpSearch : "^(?=.*wakened)(?=.*>>dragon<< (dragon'?s? wrath|DW))(?=.*breath).*$", name : ">>dragon<< Dragon's Wrath Breath (wakened)", source : [["FToD", 25]], @@ -44015,8 +44011,9 @@ var FToD_HoardItems = { description : "Hits all in area; Dex save, success - half damage; Usable only once per dawn", abilitytodamage : false, dc : true, - modifiers : [8, ""] - } + modifiers : [8, ""], + selectNow : true + }] }, "dww-ascendant" : { description : "This weapon uses >>dmg type<< of >>a dragon<< dragon. It adds +3 to its attack and damage rolls and deals +3d6 >>dmg type<< damage. On a 20 to hit, any creature of my choice in 5 ft of the target take 5 damage. As an action once per dawn, it can do a 60-ft cone, Dex DC 18 half, 12d6 damage dragon breath.", @@ -44054,8 +44051,7 @@ var FToD_HoardItems = { recovery : "dawn", limfeaname : ">>dragon<< Dragon's Wrath Breath (ascendant)", action : [["action", "Dragon's Wrath Breath Weapon"]], - weaponsAdd : ">>dragon<< DW Breath (ascendant)", - weaponOptions : { + weaponOptions : [{ regExpSearch : "^(?=.*ascendant)(?=.*>>dragon<< (dragon'?s? wrath|DW))(?=.*breath).*$", name : ">>dragon<< Dragon's Wrath Breath (ascendant)", source : [["FToD", 25]], @@ -44066,8 +44062,9 @@ var FToD_HoardItems = { description : "Hits all in area; Dex save, success - half damage; Usable only once per dawn", abilitytodamage : false, dc : true, - modifiers : [10, ""] - } + modifiers : [10, ""], + selectNow : true + }] }, dragonsWrathWeaponCreate : function() { var aTypes = [["Slumbering", "uncommon"], ["Stirring", "rare"], ["Wakened", "very rare"], ["Ascendant", "legendary"]]; @@ -44098,7 +44095,7 @@ var FToD_HoardItems = { choices : [] } for (var sAttr in oDwwObj) { - if (/^(description|weaponsAdd|weaponOptions|limfeaname)$/.test(sAttr)) continue; + if (/^(description|weaponOptions|limfeaname)$/.test(sAttr)) continue; MagicItemsList[sItemNameLC][sAttr] = oDwwObj[sAttr]; } for (var i = 0; i < aDragons.length; i++) { @@ -44124,9 +44121,6 @@ var FToD_HoardItems = { if (oDwwObj.limfeaname) { MagicItemsList[sItemNameLC][sNameChoiceLC].limfeaname = [oDwwObj.limfeaname.replace(/>>dragon<>dragon<>Carrying Soul Coins<<. To hold a soul coin is to feel the soul bound within it\u2014overcome with rage or fraught with despair.", - "An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.", - ">>Using a Soul Coin<<. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:", - "\u2022 >>Drain Life<<. You siphon away some of the soul's essence and gain 1d10 temporary hit points.", - "\u2022 >>Query<<. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n", - ">>Freeing a Soul<<. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.", - "A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace.", - "Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.", - ">>Hellish Currency<<. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.", - "Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes." - ]; - MagicItemsList["soul coin"] = { - name : "Soul Coin", - source : [["DiA", 225], ["CoA", 269]], - type : "wondrous item", - rarity : "uncommon", - description : "Each coin traps a unique soul, whose rage or despair is felt by me while I hold it. A coin has 3 charges. As an action, I can expend 1 charge to either siphon the soul's essence to grant me 1d10 temporary HP or telepathically ask the soul a question which it must answer truthfully. See \"Notes\" page for more.", - descriptionFull : DiA_soulCoinFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)< 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 psychic damage'; } }, @@ -56785,7 +56646,7 @@ RaceList["dragonborn revenant-ua"] = { walk : { spd : 30, enc : 20 } }, languageProfs : ["Common", "Draconic"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*breath)(?=.*weapon).*$/i, name : "Breath weapon", source : [["UA:GH", 1]], @@ -56796,9 +56657,9 @@ RaceList["dragonborn revenant-ua"] = { description : "Hits all in area; Con save, success - half damage; Usable only once per short rest", abilitytodamage : false, dc : true, - dbBreathWeapon : true - }, - weaponsAdd : ["Breath Weapon"], + dbBreathWeapon : true, + selectNow : true + }], age : " reach adulthood by 15 and live around 80 years", height : " stand well over 6 feet tall (5'6\" + 2d8\")", weight : " weigh around 240 lb (175 + 2d8 \xD7 2d6 lb)", @@ -58391,7 +58252,7 @@ AddSubClass("cleric", "forge domain-ua", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 fire damage'; } }, @@ -58472,7 +58333,7 @@ AddSubClass("cleric", "grave domain-ua", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 necrotic damage'; } }, @@ -58565,7 +58426,7 @@ AddSubClass("cleric", "protection domain-ua", { // Still valid 2021-09-21 calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 radiant damage'; } }, @@ -59922,9 +59783,9 @@ AddSubClass("sorcerer", "stone sorcery-ua", { // Still valid 2021-09-21 source : [["UA:SO", 4]], ac : "13+Con", dex : -10, - affectsWildShape : true - }], - armorAdd : "Stone's Durability" + affectsWildShape : true, + selectNow : true + }] }, "subclassfeature6" : { name : "Stone Aegis", @@ -60303,15 +60164,15 @@ AddWarlockInvocation("Claw of Acamar (prereq: the Great Old One patron, Pact of source : [["UA:WnW", 3]], submenu : "[improves Pact of the Blade]", prereqeval : function(v) { return (/great old one/).test(classes.known.warlock.subclass) && classes.known.warlock.level >= 3 && GetFeatureChoice('class', 'warlock', 'pact boon') == 'pact of the blade'; }, - weaponOptions : { + weaponOptions : [{ baseWeapon : "flail", regExpSearch : /^(?=.*\bclaw\b)(?=.*\bacamar\b).*$/i, name : "Claw of Acamar", source : [["UA:WnW", 3]], pactWeapon : true, - description : "Pact weapon, reach; On hit: Reduces speed to 0, Expend spell slot for +2d8 necrotic damage per slot level" - }, - weaponsAdd : ['Claw of Acamar'] + description : "Pact weapon, reach; On hit: Reduces speed to 0, Expend spell slot for +2d8 necrotic damage per slot level", + selectNow : true + }] }); AddWarlockInvocation("Cloak of Baalzebul (prereq: the Fiend patron)", { name : "Cloak of Baalzebul", @@ -60335,15 +60196,15 @@ AddWarlockInvocation("Curse Bringer (prereq: the Hexblade patron, Pact of the Bl source : [["UA:WnW", 4]], submenu : "[improves Pact of the Blade]", prereqeval : function(v) { return (/hexblade/).test(classes.known.warlock.subclass) && classes.known.warlock.level >= 3 && GetFeatureChoice('class', 'warlock', 'pact boon') == 'pact of the blade'; }, - weaponOptions : { + weaponOptions : [{ baseWeapon : "greatsword", regExpSearch : /^(?=.*\bcurse)(?=.*bringer\b).*$/i, name : "Curse Bringer", source : [["UA:WnW", 4]], pactWeapon : true, - description : "Pact weapon, heavy, two-handed; On hit: Reduces speed to 0, Expend spell slot for +2d8 slashing damage per slot level" - }, - weaponsAdd : ['Curse Bringer'] + description : "Pact weapon, heavy, two-handed; On hit: Reduces speed to 0, Expend spell slot for +2d8 slashing damage per slot level", + selectNow : true + }] }); AddWarlockInvocation("Kiss of Mephistopheles (prereq: level 5 warlock, the Fiend patron, Eldritch Blast cantrip)", { name : "Kiss of Mephistopheles", @@ -60438,15 +60299,15 @@ AddWarlockInvocation("Mace of Dispater (prereq: the Fiend patron, Pact of the Bl source : [["UA:WnW", 4]], submenu : "[improves Pact of the Blade]", prereqeval : function(v) { return (/\bfiend\b/).test(classes.known.warlock.subclass) && classes.known.warlock.level >= 3 && GetFeatureChoice('class', 'warlock', 'pact boon') == 'pact of the blade'; }, - weaponOptions : { + weaponOptions : [{ baseWeapon : "mace", regExpSearch : /^(?=.*\bmace\b)(?=.*\bdispater\b).*$/i, name : "Mace of Dispater", source : [["UA:WnW", 4]], pactWeapon : true, - description : "Pact weapon; On hit: knock Huge or smaller prone, Expend spell slot for +2d8 force damage per slot level" - }, - weaponsAdd : ['Mace of Dispater'] + description : "Pact weapon; On hit: knock Huge or smaller prone, Expend spell slot for +2d8 force damage per slot level", + selectNow : true + }] }); AddWarlockInvocation("Moon Bow (prereq: the Archfey patron, Pact of the Blade)", { name : "Moon Bow", @@ -60458,15 +60319,15 @@ AddWarlockInvocation("Moon Bow (prereq: the Archfey patron, Pact of the Blade)", source : [["UA:WnW", 4]], submenu : "[improves Pact of the Blade]", prereqeval : function(v) { return (/\barchfey\b/).test(classes.known.warlock.subclass) && classes.known.warlock.level >= 3 && GetFeatureChoice('class', 'warlock', 'pact boon') == 'pact of the blade'; }, - weaponOptions : { + weaponOptions : [{ baseWeapon : "longbow", regExpSearch : /^(?=.*\bmoon)(?=.*bow\b).*$/i, name : "Moon Bow", source : [["UA:WnW", 4]], pactWeapon : true, - description : "Pact weapon, heavy, two-handed; Adv. vs. lycanthropes; On hit, expend spell slot for +2d8 radiant damage per slot level" - }, - weaponsAdd : ['Moon Bow'] + description : "Pact weapon, heavy, two-handed; Adv. vs. lycanthropes; On hit, expend spell slot for +2d8 radiant damage per slot level", + selectNow : true + }] }); AddWarlockInvocation("Path of the Seeker (prereq: the Seeker patron)", { name : "Path of the Seeker", @@ -60973,9 +60834,9 @@ AddSubClass("mystic", "immortal-ua", { name : "Immortal Durability", source : [["UA:TMC", 7]], ac : "10+Con", - affectsWildShape : true - }], - armorAdd : "Immortal Durability" + affectsWildShape : true, + selectNow : true + }] }, "subclassfeature3" : { name : "Psionic Resilience", @@ -61114,7 +60975,6 @@ AddSubClass("mystic", "soul knife-ua", { "As a bonus action, I can parry with these to get +2 AC until the start of my next turn" ]), action : [["bonus action", " (create/dismiss)"], ['bonus action', ' Parry']], - weaponsAdd : ["Soul Knife"], weaponOptions : [{ regExpSearch : /^(?=.*\bsoul)(?=.*(knives|knife|weapon)\b).*$/i, name : "Soul Knife", @@ -61124,7 +60984,8 @@ AddSubClass("mystic", "soul knife-ua", { damage : [1, 8, "psychic"], range : "Melee", description : "Finesse, light", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }] }, "subclassfeature3" : { @@ -64677,9 +64538,9 @@ AddSubClass("paladin", "oath of redemption-ua", { regExpSearch : /^(?=.*armou?r)(?=.*peace).*$/i, name : "Armor of Peace", source : [["UA:AToS", 2]], - ac : 16 + ac : 16, + selectNow : true }], - armorAdd : "Armor of Peace", spellcastingExtra : ["shield", "sleep", "hold person", "ray of enfeeblement", "counterspell", "hypnotic pattern", "otiluke's resilient sphere", "stoneskin", "hold monster", "wall of force"] }, "subclassfeature3.1" : { @@ -65358,14 +65219,14 @@ FeatsList["dragon hide-ua"] = { descriptionFull : "You inherited the might and majesty of your dragon ancestors. You gain the following benefits:\n \u2022 Increase your Strength or Charisma score by 1, to a maximum of 20.\n \u2022 You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\n \u2022 Your scales harden; you gain a +1 bonus to AC while you aren't wearing armor.", description : "I gain retractable claws that I can retract or extend, requiring no action. While extended, my unarmed strikes deal 1d4 slashing damage. My scales harden, giving me a +1 bonus to AC when I'm not wearing armor. [+1 Strength or Charisma]", scorestxt : "+1 Strength or Charisma", - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*(retractable|dragon))(?=.*claw).*$/i, name : "Retractable Claws", source : [["UA:FR", 2]], - damage : [1, 4, "slashing"] - }, - weaponsAdd : ['Retractable Claws'], + damage : [1, 4, "slashing"], + selectNow : true + }], extraAC : { mod : 1, text : "I gain a +1 bonus to AC while I'm not wearing armor.", @@ -67193,9 +67054,9 @@ AddSubClass("wizard", "school of invention-ua", { type : "light", ac : 12, weight : 8, - invName : "Arcanomechanical armor" - }], - armorAdd : "Arcanomechanical" + invName : "Arcanomechanical armor", + selectNow : true + }] }, "subclassfeature2.2" : { name : "Reckless Casting", @@ -67350,7 +67211,7 @@ AddSubClass("cleric", "order domain-ua", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 force damage'; } }, @@ -67394,7 +67255,7 @@ RaceList["centaur-ua"] = { walk : { spd : 40, enc : 30 } }, languageProfs : ["Common", "Sylvan"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /\b(hoofs?|hooves)\b/i, name : "Hooves", source : [["UA:CnM", 2]], @@ -67402,9 +67263,9 @@ RaceList["centaur-ua"] = { type : "Natural", damage : [1, 6, "bludgeoning"], range : "Melee", - abilitytodamage : true - }, - weaponsAdd : ["Hooves"], + abilitytodamage : true, + selectNow : true + }], skills : ["Survival"], age : " reach adulthood in their late teens and live around 100 years", height : " stand between 7 and 8 feet tall (front hooves to their crowns) and 6 to 8 feet long (from their chest to the back of their rumps)", // from 3.5e Races of Faerun @@ -67441,7 +67302,7 @@ RaceList["minotaur-uacnm"] = { walk : { spd : 30, enc : 20 } }, languageProfs : ["Common", "Minotaur"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /\bhorns?\b/i, name : "Horns", source : [["UA:CnM", 2]], @@ -67450,9 +67311,9 @@ RaceList["minotaur-uacnm"] = { damage : [1, 6, "piercing"], range : "Melee", description : "One horns attack as a bonus action if taking the Dash action", - abilitytodamage : true - }, - weaponsAdd : ["Horns"], + abilitytodamage : true, + selectNow : true + }], skills : ["Intimidation"], age : " reach adulthood around age 17 and live up to 150 years", height : " are well over 6 feet tall", @@ -67817,15 +67678,15 @@ RaceList["longtooth shifter-ua"] = { walk : { spd : 30, enc : 20 } }, languageProfs : ["Common"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*fangs?)(?=.*long)(?=.*(tooth|teeth)).*$/i, name : "Longtooth Fangs", source : [["WGtE", 66], ["UA:RoE", 6]], damage : [1, 6, "piercing"], - description : "Only while shifted; One attack as bonus action" - }, - weaponsAdd : ["Longtooth Fangs"], + description : "Only while shifted; One attack as bonus action", + selectNow : true + }], vision : [["Darkvision", 60]], skills : ["Intimidation", "Perception"], age : " reach young adulthood at age 10 and rarely live over 70", @@ -67946,11 +67807,11 @@ RaceList["envoy warforged-ua"] = { eval : function() { var lightProf = tDoc.getField('Proficiency Armor Light').isBoxChecked(0); if (tDoc.getField('Proficiency Armor Heavy').isBoxChecked(0)) { - CurrentRace.armorAdd = 'Heavy Plating'; + CurrentRace.armorAdd.select = 'Heavy Plating'; } else if (tDoc.getField('Proficiency Armor Medium').isBoxChecked(0) && ((What('Dex') < 18 && lightProf) || !lightProf)) { - CurrentRace.armorAdd = 'Composite Plating'; + CurrentRace.armorAdd.select = 'Composite Plating'; } else { - CurrentRace.armorAdd = 'Darkwood Core' + (lightProf ? " (Prof)" : ""); + CurrentRace.armorAdd.select = 'Darkwood Core' + (lightProf ? " (Prof)" : ""); }; }, removeeval : function () { @@ -67958,6 +67819,7 @@ RaceList["envoy warforged-ua"] = { tDoc.resetForm(['AC Armor Description']); }; }, + armorAdd : { select : "" }, armorOptions : [{ regExpSearch : /^(?=.*darkwood)(?=.*core).*$/i, name : "Darkwood core", @@ -67995,14 +67857,14 @@ RaceList["juggernaut warforged-ua"] = { walk : { spd : 30, enc : 20 } }, languageProfs : ["Common"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*warforged)(?=.*iron)(?=.*fists?).*$/i, - name : "Warforged iron fists", + name : "Warforged Iron Fists", source : [["WGtE", 70], ["UA:RoE", 9]], - damage : [1, 4, "bludgeoning"] - }, - weaponsAdd : ["Warforged Iron Fists"], + damage : [1, 4, "bludgeoning"], + selectNow : true + }], savetxt : { text : ["Magic can't put me to sleep"], immune : ["disease", "exhaustion from lack of rest"], @@ -68020,11 +67882,11 @@ RaceList["juggernaut warforged-ua"] = { eval : function() { var lightProf = tDoc.getField('Proficiency Armor Light').isBoxChecked(0); if (tDoc.getField('Proficiency Armor Heavy').isBoxChecked(0)) { - CurrentRace.armorAdd = 'Heavy Plating'; + CurrentRace.armorAdd.select = 'Heavy Plating'; } else if (tDoc.getField('Proficiency Armor Medium').isBoxChecked(0) && ((What('Dex') < 18 && lightProf) || !lightProf)) { - CurrentRace.armorAdd = 'Composite Plating'; + CurrentRace.armorAdd.select = 'Composite Plating'; } else { - CurrentRace.armorAdd = 'Darkwood Core' + (lightProf ? " (Prof)" : ""); + CurrentRace.armorAdd.select = 'Darkwood Core' + (lightProf ? " (Prof)" : ""); }; }, removeeval : function () { @@ -68032,6 +67894,7 @@ RaceList["juggernaut warforged-ua"] = { tDoc.resetForm(['AC Armor Description']); }; }, + armorAdd : { select : "" }, armorOptions : [{ regExpSearch : /^(?=.*darkwood)(?=.*core).*$/i, name : "Darkwood core", @@ -68085,11 +67948,11 @@ RaceList["skirmisher warforged-ua"] = { eval : function() { var lightProf = tDoc.getField('Proficiency Armor Light').isBoxChecked(0); if (tDoc.getField('Proficiency Armor Heavy').isBoxChecked(0)) { - CurrentRace.armorAdd = 'Heavy Plating'; + CurrentRace.armorAdd.select = 'Heavy Plating'; } else if (tDoc.getField('Proficiency Armor Medium').isBoxChecked(0) && ((What('Dex') < 18 && lightProf) || !lightProf)) { - CurrentRace.armorAdd = 'Composite Plating'; + CurrentRace.armorAdd.select = 'Composite Plating'; } else { - CurrentRace.armorAdd = 'Darkwood Core' + (lightProf ? " (Prof)" : ""); + CurrentRace.armorAdd.select = 'Darkwood Core' + (lightProf ? " (Prof)" : ""); }; }, removeeval : function () { @@ -68097,6 +67960,7 @@ RaceList["skirmisher warforged-ua"] = { tDoc.resetForm(['AC Armor Description']); }; }, + armorAdd : { select : "" }, armorOptions : [{ regExpSearch : /^(?=.*darkwood)(?=.*core).*$/i, name : "Darkwood core", @@ -68287,9 +68151,9 @@ RaceList["loxodon-ua"] = { regExpSearch : /^((?=.*natural)(?=.*armou?r)|(?=.*loxodon)(?=.*(hide|skin))).*$/i, name : "Natural Armor", source : [["UA:RoR", 1]], - ac : 13 + ac : 13, + selectNow : true }], - armorAdd : "Natural Armor", vision : [["Keen Smell", 0]], age : " physically mature at the same rate as humans, but are considered young until they reach the age of 60 and live about 450 years", height : " stand between 7 and 8 feet tall", @@ -68492,7 +68356,8 @@ RaceList["viashino-ua"] = { regExpSearch : /^(?=.*viashino)(?=.*bite).*$/i, name : "Viashino bite", source : [["UA:RoR", 5]], - damage : [1, 4, "piercing"] + damage : [1, 4, "piercing"], + selectNow : true }, { regExpSearch : /^(?=.*lashing)(?=.*tail).*$/i, name : "Lashing tail", @@ -68503,9 +68368,9 @@ RaceList["viashino-ua"] = { range : "Melee", description : "Only as reaction", abilitytodamage : true, - monkweapon : true + monkweapon : true, + selectNow : true }], - weaponsAdd : ["Viashino Bite", "Lashing Tail"], age : " reach adulthood in their early teens and rarely live past 60 due to their violent lives", height : " stand about as tall as humans", weight : " have lithe, wiry frames and are thus lighter than a human of the same height", @@ -69526,8 +69391,7 @@ AddSubClass("monk", "way of the astral self-ua", { minlevel : 3, description : "\n My ki mastery allows me to summon portions of my astral self; See 3rd page notes", action : [["bonus action", "Summon Astral Arms"], ["bonus action", "Astral Arm Attacks (after Attack action)"]], - weaponsAdd : ["Astral Arms"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*\bastral\b)(?=.*\barms?\b).*$/i, name : "Astral Arms", source : [["UA:BnM", 2]], @@ -69537,8 +69401,9 @@ AddSubClass("monk", "way of the astral self-ua", { range : "Melee", description : "10 ft reach; Uses Str, Dex, or Wis; Deals necrotic or radiant damage", monkweapon : true, - abilitytodamage : true - }, + abilitytodamage : true, + selectNow : true + }], "astral arms" : { name : "Astral Arms", extraname : "Way of the Astral Self 3", @@ -69684,9 +69549,9 @@ AddSubClass("sorcerer", "aberrant mind-ua", { regExpSearch : /^(?=.*warped)(?=.*being).*$/i, name : "Warped Being", source : [["UA:SnW", 1]], - ac : 13 - }], - armorAdd : "Warped Being" + ac : 13, + selectNow : true + }] }, "subclassfeature6" : { name : "Psionic Sorcery", @@ -69786,9 +69651,9 @@ AddSubClass("warlock", "the lurker in the deep-ua", { range : "Melee (10 ft)", description : "My choice of cold or lightning damage; Target -10 ft speed until my next turn starts", abilitytodamage : false, - litdGraspOfTheDeep : true + litdGraspOfTheDeep : true, + selectNow : true }], - weaponsAdd : ['Grasp of the Deep'], calcChanges : { atkAdd : [ function (fields, v) { @@ -70087,7 +69952,7 @@ AddSubClass("cleric", "twilight domain-ua", { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7 && !v.isSpell) { + if (classes.known.cleric && v.isWeapon) { fields.Description += (fields.Description ? '; ' : '') + 'Once per turn +' + (classes.known.cleric.level < 14 ? 1 : 2) + 'd8 psychic damage'; } }, @@ -70738,7 +70603,6 @@ AddSubClass("rogue", "the revived-ua", { "This is a ranged spell attack with 30 ft range, which I'm proficient with, using Dexterity", "If it hits, it deals my sneak attack damage, provided I didn't use sneak attack this turn" ]), - weaponsAdd : ["Bolts from the Grave"], weaponOptions : [{ regExpSearch : /^(?=.*bolts?)(?=.*grave).*$/i, name : "Bolts from the Grave", @@ -70749,7 +70613,8 @@ AddSubClass("rogue", "the revived-ua", { range : "30 ft", description : "Immediately after using cunning action; Only if I not yet used sneak attack this turn", abilitytodamage : true, - isBoltsFromTheGrave : true + isBoltsFromTheGrave : true, + selectNow : true }], calcChanges : { atkAdd : [ @@ -70927,7 +70792,7 @@ RunFunctionAtEnd(function() { calcChanges : { atkAdd : [ function (fields, v) { - if (classes.known.cleric && classes.known.cleric.level > 7) { + if (classes.known.cleric && (v.isWeapon || (v.thisWeapon[3] && SpellsList[v.thisWeapon[3]].level === 0)) && /\d/.test(fields.Damage_Die)) { fields.Description += (fields.Description ? '; ' : '') + 'Once per round +1d8 radiant damage'; } }, @@ -71139,7 +71004,7 @@ RunFunctionAtEnd(function () { name : aWea.name, description : "", source : aWea.source, - weaponsAdd : [aWea.name], + weaponsAdd : { select : [aWea.name] }, submenu : ((/simple/i).test(aWea.type) ? "\x1BSimple weapon, " : "Martial weapon, ") + ((/^(?!.*melee).*\d+.*$/i).test(aWea.range) ? "ranged" : "melee"), prereqeval : 'testSource("' + weapon + '", WeaponsList["' + weapon + '"], "weapExcl") ? "skip" : isProficientWithWeapon("' + weapon + '", WeaponsList["' + weapon + '"]);' } @@ -71955,7 +71820,6 @@ AddSubClass("rogue", "soulknife-ua", { "Disappear if I'm incapacitated, leave my hand (not thrown), or I dismiss it (no action)" ]), action : [["bonus action", " (create)"]], - weaponsAdd : ["Soulknife's Psychic Blade"], weaponOptions : [{ regExpSearch : /^(?=.*soulknife)(?=.*psychic)(?=.*blade).*$/i, name : "Soulknife's Psychic Blade", @@ -71966,7 +71830,8 @@ AddSubClass("rogue", "soulknife-ua", { range : "Melee, 30/60 ft", description : "Finesse, light, thrown", abilitytodamage : true, - isSoulknifePsychicBlade : true + isSoulknifePsychicBlade : true, + selectNow : true }] }, "subclassfeature3.1" : { @@ -72443,7 +72308,8 @@ AddSubClass("barbarian", "path of the beast-ua", { range : "Melee", description : "Only in rage; On a hit once on my turn, regain Con mod in HP", abilitytodamage : true, - bestialNaturalWeapon : true + bestialNaturalWeapon : true, + selectNow : true }, { regExpSearch : /^(?=.*(bestial|beast))(?=.*claws?).*$/i, name : "Bestial Claws", @@ -72454,7 +72320,8 @@ AddSubClass("barbarian", "path of the beast-ua", { range : "Melee", description : "Only in rage; Extra attack if used as part of Attack action", abilitytodamage : true, - bestialNaturalWeapon : true + bestialNaturalWeapon : true, + selectNow : true }, { regExpSearch : /^(?=.*(bestial|beast))(?=.*tail).*$/i, name : "Bestial Tail", @@ -72465,9 +72332,9 @@ AddSubClass("barbarian", "path of the beast-ua", { range : "Melee", description : "Reach; Only in rage", abilitytodamage : true, - bestialNaturalWeapon : true + bestialNaturalWeapon : true, + selectNow : true }], - weaponsAdd : ["Bestial Bite", "Bestial Claws", "Bestial Tail"], additional : levels.map(function(n) { return n < 6 ? "" : "chosen weapon counts as magical"; }) @@ -72953,24 +72820,8 @@ AddSubClass("cleric", "unity domain-ua", { name : "Potent Spellcasting", source : [["UA:SP2", 3]], minlevel : 8, - description : "\n I add my Wisdom modifier to the damage I deal with my cleric cantrips", - calcChanges : { - atkCalc : [ - function (fields, v, output) { - if (classes.known.cleric && classes.known.cleric.level > 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Enduring Unity", @@ -73249,14 +73100,18 @@ RunFunctionAtEnd(function () { submenu : "Guardian Power Armor", description : guardianTxt, additional : guardianAdditional, - armorAdd : gArmName, - weaponsAdd : ["Thunder Gauntlets"], + armorAdd : { select : gArmName, options : [gArmName] }, + weaponsAdd : { select : ["Thunder Gauntlets"] }, prereqeval : prereqFunc, dependentChoices : "guardian" } // And now add the Infiltrator variant of the armor - var iArm = newObj(anArm); iArm.name = "Infiltrator Power " + anArm.name; - iArm.weight = 0; iArm.stealthdis = false; iArm.strReq = 0; + var iArm = newObj(anArm); + iArm.name = "Infiltrator Power " + anArm.name; + iArm.weight = 0; + iArm.stealthdis = false; + iArm.strReq = 0; + iArm.selectNow = true; if (iArm.regExpSearch.indexOf(".*$/") == -1) { iArm.regExpSearch = iArm.regExpSearch.replace(/^/, "infiltrator.*"); } else { @@ -73267,8 +73122,7 @@ RunFunctionAtEnd(function () { submenu : "Infiltrator Power Armor", description : infiltratorTxt, speed : { walk : {spd : "+5", enc : "+5" } }, - armorAdd : iArm.name, - weaponsAdd : ["Lightning Launcher"], + weaponsAdd : { select : ["Lightning Launcher"] }, prereqeval : prereqFunc, armorOptions : [iArm], dependentChoices : "infiltrator" @@ -73433,7 +73287,7 @@ AddSubClass("druid", "circle of the stars-ua", { additional : levels.map(function (n) { return n < 2 ? "" : "Chalice: heals 1d8+" + Math.floor(n/2) + " HP"; }), - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*luminous)(?=.*arrow).*$/i, name : "Luminous Arrow", source : [["UA:SP3", 3]], @@ -73442,9 +73296,9 @@ AddSubClass("druid", "circle of the stars-ua", { damage : [1, 8, "radiant"], range : "60 ft", description : "Use as bonus action", - abilitytodamage : true - }, - weaponsAdd : ['Luminous Arrow'] + abilitytodamage : true, + selectNow : true + }] }, "subclassfeature6" : { name : "Cosmic Omen", @@ -73968,7 +73822,7 @@ AddSubClass("bard", "college of spirits-ua",{ "While holding a spiritual focus, I can add 1d6 to one damage or healing roll of bard spells" ]), calcChanges : { - atkCalc : [ + atkAdd : [ function (fields, v, output) { if (v.thisWeapon[3] && SpellsList[v.thisWeapon[3]] && v.thisWeapon[4].indexOf("bard") !== -1) { // If RAW is selected, first test if this spell is eligible to use with a spellcasting focus @@ -74197,8 +74051,7 @@ AddSubClass("monk", "ascendant dragon-ua", { additional : levels.map(function (n) { return n < 3 ? "" : (n < 11 ? 2 : 3) + "d" + (n < 5 ? 4 : n < 11 ? 6 : n < 17 ? 8 : 10); }), - weaponsAdd : ["Breath of the Dragon"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*breath)(?=.*dragon).*$/i, name : "Breath of the Dragon", source : [["UA:SP5", 1]], @@ -74210,8 +74063,9 @@ AddSubClass("monk", "ascendant dragon-ua", { dc : true, monkweapon : false, abilitytodamage : false, - UA_WotAD_BreathWeapon : true - }, + UA_WotAD_BreathWeapon : true, + selectNow : true + }], calcChanges : { atkAdd : [ function (fields, v) { @@ -74426,8 +74280,7 @@ var UASP5_Ranger_Subclass_Drakewarden = AddSubClass("ranger", "drakewarden-ua", usages : 1, recovery : "long rest", altResource : "SS 3+", - weaponsAdd : ["Drake's Breath"], - weaponOptions : { + weaponOptions : [{ regExpSearch : /^(?=.*drake)(?=.*breath).*$/i, name : "Drake's Breath", source : [["UA:SP5", 4]], @@ -74439,8 +74292,9 @@ var UASP5_Ranger_Subclass_Drakewarden = AddSubClass("ranger", "drakewarden-ua", abilitytodamage : false, dc : true, useSpellMod : "ranger", - DrakewardenDrakeBreath : true - }, + DrakewardenDrakeBreath : true, + selectNow : true + }], calcChanges : { atkAdd : [ function (fields, v) { @@ -74503,7 +74357,6 @@ RaceList["dhampir-ua"] = { }, languageProfs : ["Common", 1], vision : [["Darkvision", 60]], - weaponsAdd : ["Vampiric Bite"], weaponOptions : [{ regExpSearch : /^(?=.*vampiric)(?=.*bite).*$/i, name : "Vampiric Bite", @@ -74515,7 +74368,8 @@ RaceList["dhampir-ua"] = { description : "Adv. while at or below half HP; Can empower myself on hit", isAlwaysProf : true, abilitytodamage : true, - monkweapon : true + monkweapon : true, + selectNow : true }], extraLimitedFeatures : [{ name : "Vampiric Bite", @@ -74854,7 +74708,6 @@ var UADO_dragonborns_add = function () { // New dragonborn variants minlevel : 3, usages : 1, recovery : "long rest", - weaponsAdd : ["Metallic Breath Weapon"], weaponOptions : [{ regExpSearch : /^(?=.*metallic)(?=.*breath)(?=.*weapon).*$/i, name : "Metallic breath weapon", @@ -74865,7 +74718,8 @@ var UADO_dragonborns_add = function () { // New dragonborn variants range : "15-ft cone", description : "Str save or pushed 20 ft and knocked prone -or- Con save or incapacitated until my next turn starts", abilitytodamage : false, - dc : true + dc : true, + selectNow : true }] } } @@ -74905,7 +74759,6 @@ var UADO_dragonborns_add = function () { // New dragonborn variants walk : { spd : 30, enc : 20 } }, languageProfs : ["Common", 1], - weaponsAdd : ["Breath Weapon"], weaponOptions : [{ regExpSearch : /^(?=.*breath)(?=.*weapon).*$/i, name : "Breath weapon", @@ -74917,7 +74770,8 @@ var UADO_dragonborns_add = function () { // New dragonborn variants description : "Hits all in area; Dex save, success - half damage", abilitytodamage : false, dc : true, - dbBreathWeapon : true + dbBreathWeapon : true, + selectNow : true }], age : " reach adulthood by 15 and live around 80 years", height : " stand well over 6 feet tall (5'6\" + 2d8\")", @@ -75031,14 +74885,14 @@ AddRacialVariant("draconic kobold-ua", "cantrip", { AddRacialVariant("draconic kobold-ua", "tail", { regExpSearch : /tail/i, source : [["UA:DO", 4]], - weaponsAdd : ["Draconic Tail"], - weaponOptions : { + weaponOptions : [{ baseWeapon : "unarmed strike", regExpSearch : /^(?=.*draconic)(?=.*tail).*$/i, name : "Draconic Tail", source : [["UA:DO", 4]], - damage : [1, 6, "bludgeoning"] - }, + damage : [1, 6, "bludgeoning"], + selectNow : true + }], trait : "Draconic Kobold"+ '\n \u2022 Draconic Legacy (Tail): I can make unarmed strikes with my tail. The tail deals 1d6 + my Strength modifier bludgeoning damage.'+ "\n \u2022 Draconic Roar: As a bonus action, I can let out a draconic roar at enemies within 10 ft. Until the end of my next turn, my allies and I have advantage on attack rolls against any enemies who could hear the roar. I can do this my Proficiency Bonus per long rest." @@ -75193,12 +75047,12 @@ RaceList["autognome-ua"] = { languageProfs : ["Common", ["Gnomish or other", 1]], scoresGeneric : true, age : " can live for centuries, up to 500 years", - armorAdd : "Armored Casing", armorOptions : [{ regExpSearch : /^(?=.*armou?red)(?=.*casing).*$/i, name : "Armored Casing", source : [["UA:TotM", 2]], - ac : 13 + ac : 13, + selectNow : true }], extraLimitedFeatures : [{ name : "Built for Success", @@ -75306,12 +75160,12 @@ RaceList["thri-kreen-ua"] = { weightMetric : " weigh between 60 and 180 kg (60 + 5d10 \xD7 4d6 / 10 kg)", languageProfs : ["Common", "Thri-kreen Telepathy", 1], vision : [["Darkvision", 60]], - armorAdd : "Chameleon Carapace", armorOptions : [{ regExpSearch : /^(?=.*carapace)(?=.*chameleon).*$/i, name : "Chameleon Carapace", source : [["UA:TotM", 4]], - ac : 13 + ac : 13, + selectNow : true }], action : [["action", "Chameleon Carapace"]], trait : "Thri-kreen (my type is Monstrosity)"+ @@ -75402,7 +75256,7 @@ AddSubClass("sorcerer", "lunar magic-ua", { spells : ["sacred flame"], selection : ["sacred flame"] }, - weaponsAdd : ["Sacred Flame"], + weaponsAdd : { select : ["Sacred Flame"] }, spellChanges : { "sacred flame" : { description : "Up to 2 creas I see, max 5 ft apart, save or 1d8 Radiant dmg; no cover bonus; +1d8 at CL 5, 11, and 17", @@ -76809,12 +76663,12 @@ RaceList["glitchling-ua"] = { }, scoresGeneric : true, savetxt : { adv_vs : ["charmed"] }, - armorAdd : "Armored Plating", armorOptions : [{ regExpSearch : /^(?=.*armou?red)(?=.*plating).*$/i, name : "Armored Plating", source : [["UA:WotM", 2]], - ac : 14 + ac : 14, + selectNow : true }], features : { "balance chaos" : { @@ -76917,23 +76771,7 @@ AddSubClass("cleric", "fate-ua", { source : [["UA:WotM", 3]], minlevel : 8, description : desc("I add my Wisdom modifier to the damage I deal with my cleric cantrips"), - calcChanges : { - atkCalc : [ - function (fields, v, output) { - if (classes.known.cleric && classes.known.cleric.level > 7 && v.thisWeapon[3] && v.thisWeapon[4].indexOf('cleric') !== -1 && SpellsList[v.thisWeapon[3]].level === 0) { - output.extraDmg += What('Wis Mod'); - }; - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ], - spellAdd : [ - function (spellKey, spellObj, spName) { - if (spName.indexOf("cleric") == -1 || !What("Wis Mod") || Number(What("Wis Mod")) <= 0 || spellObj.psionic || spellObj.level !== 0) return; - return genericSpellDmgEdit(spellKey, spellObj, "\\w+\\.?", "Wis"); - }, - "My cleric cantrips get my Wisdom modifier added to their damage." - ] - } + calcChanges : GenericClassFeatures["potent spellcasting"].calcChanges }, "subclassfeature17" : { name : "Visions of the Future", @@ -76959,54 +76797,7 @@ AddSubClass("cleric", "fate-ua", { } }); -// Backgrounds -if (!BackgroundList["gate warden"]) { - BackgroundList["gate warden"] = { - regExpSearch : /^(?=.*gate)(?=.*warden).*$/i, - name : "Gate Warden", - source : [["P:AitM", 7], ["UA:WotM", 3]], - skills : ["Persuasion", "Survival"], - gold : 10, - languageProfs : [["Any (Abyssal, Celestial, or Infernal recommended)", 2]], - equipleft : [ - ["Blank book", "", 5], - ["Ink, 1 ounce bottle of", 1, ""], - ["Ink pen or quill", "", ""], - ["Ring of keys to unknown locks", "", ""] - ], - equipright : [ - ["Traveler's clothes", "", 4], - ["Pouch (with coins)", "", 1] - ], - feature : "Planar Infusion", - trait : [ - "Strange events and otherworldly creatures don't phase me.", - "I think in terms of exchange; something for something, nothing for nothing.", - "I speak with an unusual cadence.", - "I pepper my speech with borrowed words or curses from planar languages.", - "I've seen enough to know that you can't take anyone at face value, so I scrutinize everyone I deal with.", - "I have a superstitious habit I picked up, such as touching iron when I'm nervous or arranging objects in a specific order." - ], - extra : [ - "Select a Trinket", - "Vial pendant with glowing honey", - "Whispering lead ingot thumbprint", - "Two chiming lodestone spheres", - "Skin-safe smoldering pebble of coal", - "Light up white feather", - "Hard to remove chain-link ring" - ] - }; -} -if (!BackgroundFeatureList["planar infusion"]) { - BackgroundFeatureList["planar infusion"] = { - description : "I spent a good amount of time somewhere influenced by planar forces. I'm accustomed to experiences that would leave others reeling in terror or captivated by beauty, and I'm comfortable dealing with fiends and celestials. I know where to find free, modest lodging and food in the community I grew up in. Also, I gain the Scion of the Outer Planes feat.", - source : [["P:AitM", 7], ["UA:WotM", 3]], - eval : function() { AddFeat("Scion of the Outer Planes"); }, - removeeval : function() { RemoveFeat("Scion of the Outer Planes"); } - }; -} - +// Backgrounds, first those not reprinted exactly as in this UA BackgroundList["giant foundling-ua"] = { regExpSearch : /^(?=.*giant)(?=.*foundling).*$/i, name : "Giant Foundling", @@ -77039,15 +76830,6 @@ BackgroundList["giant foundling-ua"] = { "Home/family killed by warring giants" ] }; -if (!BackgroundFeatureList["strike of the giants"]) { - BackgroundFeatureList["strike of the giants"] = { - description : "I grew up among giants, even though I'm not one. Something about this environment ensured that I grew to a remarkable size and I have learned how to embody the titanic might of giants. I'm used to moving through a world much bigger than me, and that is reflected in my skills, attitude, and perspective on life. I gain the Strike of the Giants feat.", - source : [["GotG", 13], ["UA:WotM", 4]], - eval : function() { AddFeat("Strike of the Giants"); }, - removeeval : function() { RemoveFeat("Strike of the Giants"); } - }; -} - BackgroundList["planar philosopher-ua"] = { regExpSearch : /^(?=.*planar)(?=.*philosopher).*$/i, name : "Planar Philosopher", @@ -77078,15 +76860,6 @@ BackgroundList["planar philosopher-ua"] = { "Smooth stone with holy symbols" ] }; -if (!BackgroundFeatureList["conviction"]) { - BackgroundFeatureList["conviction"] = { - description : "I subscribe to a distinct philosophy that seeks to understand the nature of the planes or a hidden truth of the multiverse and spread my philosophy. I am part of a network of like-minded believers who provide me free, modest lodging and food at any of their holding or the homes of other faction members. Also, I gain the Scion of the Outer Planes feat.", - source : [["P:AitM", 8], ["UA:WotM", 4]], - eval : function() { AddFeat("Scion of the Outer Planes"); }, - removeeval : function() { RemoveFeat("Scion of the Outer Planes"); } - }; -} - BackgroundList["rune carver-ua"] = { regExpSearch : /^(?=.*rune)(?=.*carver).*$/i, name : "Rune Carver", @@ -77129,6 +76902,7 @@ BackgroundFeatureList["rune carver apprentice"] = { removeeval : function() { RemoveFeat("Rune Carver Apprentice"); } }; +// Then the backgrounds that haven't been altered in the book // Feats FeatsList["cartomancer-ua"] = { name : "Cartomancer", @@ -77508,7 +77282,6 @@ FeatsList["ember of the fire giant-ua2"] = { "strength" : { calculate : "event.value = 'I have fire resistance. My Prof Bonus per long rest, I can replace one attack of an Attack action on my turn with Searing Ignition: Chosen creatures I can see within 15 ft take 1d8+' + How('Proficiency Bonus') + ' (Prof B.) fire damage \u0026 are blinded until my next turn starts. Dex save DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Str Mod'))) + ' (8 + Prof B. + Str mod) for half damage \u0026 not blinded. [+1 Str]';", scores : [1, 0, 0, 0, 0, 0], - weaponsAdd : ["Searing Ignition"], weaponOptions : [{ regExpSearch : /^(?=.*searing)(?=.*ignition).*$/i, name : "Searing Ignition", @@ -77520,13 +77293,13 @@ FeatsList["ember of the fire giant-ua2"] = { description : "Hits all of my choice in range; Dex save for half damage; Failed - blinded until my next turn starts", dc : true, abilitytodamage : false, - modifiers : ["", "Prof"] + modifiers : ["", "Prof"], + selectNow : true }] }, "constitution" : { calculate : "event.value = 'I have fire resistance. My Prof Bonus per long rest, I can replace one attack of an Attack action on my turn with Searing Ignition: Chosen creatures I can see within 15 ft take 1d8+' + How('Proficiency Bonus') + ' (Prof B.) fire damage \u0026 are blinded until my next turn starts. Dex save DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Con Mod'))) + ' (8 + Prof B.+ Con mod) for half damage \u0026 not blinded. [+1 Con]';", scores : [0, 0, 1, 0, 0, 0], - weaponsAdd : ["Searing Ignition"], weaponOptions : [{ regExpSearch : /^(?=.*searing)(?=.*ignition).*$/i, name : "Searing Ignition", @@ -77538,13 +77311,13 @@ FeatsList["ember of the fire giant-ua2"] = { description : "Hits all of my choice in range; Dex save for half damage; Failed - blinded until my next turn starts", dc : true, abilitytodamage : false, - modifiers : ["", "Prof"] + modifiers : ["", "Prof"], + selectNow : true }] }, "wisdom" : { calculate : "event.value = 'I have fire resistance. My Prof Bonus per long rest, I can replace one attack of an Attack action on my turn with Searing Ignition: Chosen creatures I can see within 15 ft take 1d8+' + How('Proficiency Bonus') + ' (Prof B.) fire damage \u0026 are blinded until my next turn starts. Dex save DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Wis Mod'))) + ' (8 + Prof B. + Wis mod) for half damage \u0026 not blinded. [+1 Wis]';", scores : [0, 0, 0, 0, 1, 0], - weaponsAdd : ["Searing Ignition"], weaponOptions : [{ regExpSearch : /^(?=.*searing)(?=.*ignition).*$/i, name : "Searing Ignition", @@ -77556,7 +77329,8 @@ FeatsList["ember of the fire giant-ua2"] = { description : "Hits all of my choice in range; Dex save for half damage; Failed - blinded until my next turn starts", dc : true, abilitytodamage : false, - modifiers : ["", "Prof"] + modifiers : ["", "Prof"], + selectNow : true }] } }; @@ -77633,7 +77407,6 @@ FeatsList["keenness of the stone giant-ua2"] = { "strength" : { calculate : "event.value = 'I gain +60 ft darkvision. As a bonus action my Prof Bonus per long rest, I can imbue a rock with magic until I finish a long rest or hit with it. I can use it as a proficient thrown weapon, ' + (What('Unit System') === 'metric' ? '18/54 m' : '60/180 ft') + ', 1d10 bludgeoning damage. Target hit must make a Str save DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Str Mod'))) + ' (8 + Prof B. + Str mod) or be knocked prone. [+1 Str]';", scores : [1, 0, 0, 0, 0, 0], - weaponsAdd : ["Stone Giant's Stone Throw"], weaponOptions : [{ regExpSearch : /^(?=.*stone)(?=.*giant)(?=.*throw).*$/i, name : "Stone Giant's Stone Throw", @@ -77644,13 +77417,13 @@ FeatsList["keenness of the stone giant-ua2"] = { range : "60/180 ft", description : "Thrown; On hit: Str save (DC 8 + To Hit) or knocked prone; Counts as magical", abilitytodamage : true, - isMagicWeapon : true + isMagicWeapon : true, + selectNow : true }] }, "constitution" : { calculate : "event.value = 'I gain +60 ft darkvision. As a bonus action my Prof Bonus per long rest, I can imbue a rock with magic until I finish a long rest or hit with it. I can use it as a proficient thrown weapon, ' + (What('Unit System') === 'metric' ? '18/54 m' : '60/180 ft') + ', 1d10 bludgeoning damage. Target hit must make a Str save DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Con Mod'))) + ' (8 + Prof B. + Con mod) or be knocked prone. [+1 Con]';", scores : [0, 0, 1, 0, 0, 0], - weaponsAdd : ["Stone Giant's Stone Throw"], weaponOptions : [{ regExpSearch : /^(?=.*stone)(?=.*giant)(?=.*throw).*$/i, name : "Stone Giant's Stone Throw", @@ -77660,13 +77433,13 @@ FeatsList["keenness of the stone giant-ua2"] = { damage : [1, 10, "bludgeoning"], range : "60/180 ft", description : "Thrown; On hit: Str save (DC 8 + To Hit) or knocked prone; Counts as magical", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }] }, "wisdom" : { calculate : "event.value = 'I gain +60 ft darkvision. As a bonus action my Prof Bonus per long rest, I can imbue a rock with magic until I finish a long rest or hit with it. I can use it as a proficient thrown weapon, ' + (What('Unit System') === 'metric' ? '18/54 m' : '60/180 ft') + ', 1d10 bludgeoning damage. Target hit must make a Str save DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Wis Mod'))) + ' (8 + Prof B. + Wis mod) or be knocked prone. [+1 Wis]';", scores : [0, 0, 0, 0, 1, 0], - weaponsAdd : ["Stone Giant's Stone Throw"], weaponOptions : [{ regExpSearch : /^(?=.*stone)(?=.*giant)(?=.*throw).*$/i, name : "Stone Giant's Stone Throw", @@ -77676,7 +77449,8 @@ FeatsList["keenness of the stone giant-ua2"] = { damage : [1, 10, "bludgeoning"], range : "60/180 ft", description : "Thrown; On hit: Str save (DC 8 + To Hit) or knocked prone; Counts as magical", - abilitytodamage : true + abilitytodamage : true, + selectNow : true }] } }; diff --git a/WotC material/all_WotC_pub+UA.min.js b/WotC material/all_WotC_pub+UA.min.js index 8af509c..fe7c636 100644 --- a/WotC material/all_WotC_pub+UA.min.js +++ b/WotC material/all_WotC_pub+UA.min.js @@ -1,2 +1,2 @@ -if (sheetVersion < 13001013) { throw "This script was made for a newer version of the sheet (v13.1.13). Please use the latest version and try again.\nYou can get the latest version at www.flapkan.com."; }; -var iFileName = "all_WotC_pub+UA.min.js";RequiredSheetVersion("13.1.13");if(sheetVersion<13001013)throw"This script was made for a newer version of the sheet (v13.1.13). Please use the latest version and try again.\nYou can get the latest version at www.flapkan.com.";var SCAG_TotemWarriorFeature,TCoE_Primal_Companion_Attributes,iFileName="all_WotC_published.min.js",HotDQ_tempDragonMaskNoteTxt=(RequiredSheetVersion("13.1.13"),SourceList.LMoP={name:"Lost Mines of Phandelver [items]",abbreviation:"LMoP",group:"Adventure Books",campaignSetting:"Forgotten Realms",url:"https://www.dndbeyond.com/sources/lmop",date:"2014/07/15"},MagicItemsList.dragonguard={name:"Dragonguard",source:[["LMoP",48],["PaBTSO",72]],type:"armor (breastplate)",rarity:"rare",magicItemTable:"G",description:"This +1 breastplate has a gold dragon motif worked into its design. It grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.",descriptionFull:"This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.",weight:20,armorAdd:"Dragonguard",armorOptions:[{regExpSearch:/dragonguard/i,name:"Dragonguard",source:[["LMoP",48],["PaBTSO",72]],type:"medium",ac:"14+1",weight:20}],savetxt:{adv_vs:["breath weapons of dragons"]}},MagicItemsList.hew={name:"Hew",source:[["LMoP",33],["PaBTSO",54]],type:"weapon (battleaxe)",rarity:"uncommon",magicItemTable:"F",description:'Dwarvish runes on the head of this rusty battleaxe read "Hew". It adds a +1 bonus to attack and damage rolls made with it and deals maximum damage against plant creatures or objects made of wood. While carrying it, I feel uneasy when I travel through a forest, as its creator was a dwarf smith who feuded with dryads.',descriptionFull:'This rusty old battleaxe of dwarven manufacture has has runes in Dwarvish on the axe head which read "Hew". Hew is a +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe\'s creator was a dwarf smith who feuded with the dryads of a forest where he used it for protection while he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.',weight:4,weaponsAdd:["Hew"],weaponOptions:{baseWeapon:"battleaxe",regExpSearch:/\bhew\b/i,name:"Hew",source:[["LMoP",33],["PaBTSO",54]],description:"Versatile (1d10); Max damage against plant creatures and wooden objects",modifiers:[1,1]}},MagicItemsList.lightbringer={name:"Lightbringer",source:[["LMoP",48],["PaBTSO",54]],type:"weapon (mace)",rarity:"uncommon",magicItemTable:"F",description:"This mace adds a +1 bonus to attack and damage rolls made with it. It is made for a cleric of the god of dawn, with its head of shaped like a sunburst and made of solid brass. I can command it to glow as bright as a torch. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.",descriptionFull:"This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and is made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.",weight:4,weaponsAdd:["Lightbringer"],weaponOptions:{baseWeapon:"mace",regExpSearch:/lightbringer/i,name:"Lightbringer",source:[["LMoP",48],["PaBTSO",54]],description:"Command to glow as torch and deal +1d6 radiant damage to undead",modifiers:[1,1]}},MagicItemsList["spider staff"]={name:"Spider Staff",source:[["LMoP",53],["PaBTSO",220]],type:"staff",rarity:"rare",magicItemTable:"G",description:"Attacks with this black adamantine quarterstaff topped with a spider deal +1d6 poison damage on a hit. It has 10 charges and regains 1d6+4 expended charges at dawn. If I use its last charge, roll a d20. On a 1, it is destroyed. I can use its charges to cast Spider Climb (1 charge) or Web (2 charges, spell save DC 15).",descriptionFull:"The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.\n The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.\n The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.",attunement:!0,prerequisite:"Requires attunement by a bard, sorcerer, warlock, or wizard",prereqeval:function(e){return!!(classes.known.bard||classes.known.sorcerer||classes.known.warlock||classes.known.wizard)},weight:6,usages:10,recovery:"dawn",additional:"regains 1d6+4",weaponsAdd:["Spider Staff"],weaponOptions:{baseWeapon:"quarterstaff",regExpSearch:/^(?=.*spider)(?=.*staff).*$/i,name:"Spider Staff",source:[["LMoP",53],["PaBTSO",220]],description:"Versatile (1d8); +1d6 poison damage"},fixedDC:15,spellFirstColTitle:"Ch",spellcastingBonus:[{name:"1 charge",spells:["spider climb"],selection:["spider climb"],firstCol:1},{name:"2 charges",spells:["web"],selection:["web"],firstCol:2}]},MagicItemsList["staff of defense"]={name:"Staff of Defense",source:[["LMoP",53]],type:"staff",rarity:"rare",magicItemTable:"G",description:"This slender, hollow staff is made of glass yet is as strong as oak. While holding it, I gain a +1 bonus to AC. It has 10 charges and regains 1d6+4 expended charges at dawn. If I use its last charge, roll a d20. On a 1, it is destroyed. I can use its charges to cast Mage Armor (1 charge) or Shield (2 charges) as an action.",descriptionFull:"This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.\n While holding the staff, you have a +1 bonus to your Armor Class.\n The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Mage Armor (1 charge) or Shield (2 charges). No components are required.\n The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.",attunement:!0,prerequisite:"Requires attunement by a bard, sorcerer, warlock, or wizard",prereqeval:function(e){return!!(classes.known.bard||classes.known.sorcerer||classes.known.warlock||classes.known.wizard)},weight:3,usages:10,recovery:"dawn",additional:"regains 1d6+4",spellcastingAbility:"class",spellFirstColTitle:"Ch",weaponOptions:{baseWeapon:"quarterstaff",regExpSearch:/staff of defense/i,name:"Staff of Defense",weight:3,source:[["LMoP",53],["PaBTSO",220]]},spellcastingBonus:[{name:"1 charge",spells:["mage armor"],selection:["mage armor"],firstCol:1},{name:"2 charges",spells:["shield"],selection:["shield"],firstCol:2}],spellChanges:{shield:{time:"1 a",changes:"Cast as an action."}},extraAC:[{name:"Staff of Defense",mod:1,magic:!0,text:"I gain a +1 bonus to AC while holding the Staff of Defense."}]},SourceList.P={name:"Player's Handbook",abbreviation:"PHB",abbreviationSpellsheet:"P",group:"Core Sources",url:"https://dnd.wizards.com/products/rpg_playershandbook",date:"2014/08/19"},RaceList["mountain dwarf"]={regExpSearch:/^((?=.*(hylar|daewar))|((?=.*\b(dwarfs?|dwarves|dwarfish|dwarvish|dwarven)\b)(?=.*\b(mountain|shield)\b))).*$/i,name:"Mountain dwarf",sortname:"Dwarf, Mountain",source:[["P",20]],plural:"Mountain dwarves",size:3,speed:{walk:{spd:25,enc:25}},languageProfs:["Common","Dwarvish"],vision:[["Darkvision",60]],savetxt:{adv_vs:["poison"]},dmgres:["Poison"],weaponProfs:[!1,!1,["battleaxe","handaxe","warhammer","light hammer"]],armorProfs:[!0,!0,!1,!1],toolProfs:[["Smith, brewer, or mason tools",1]],age:" are considered young until they are 50 and live about 350 years",height:" stand between 4 and 5 feet tall (4' + 2d4\")",weight:" weigh around 150 lb (130 + 2d4 × 2d6 lb)",heightMetric:" stand between 1,2 and 1,5 metres tall (120 + 5d4 cm)",weightMetric:" weigh around 75 kg (60 + 5d4 × 4d6 / 10 kg)",scores:[2,0,2,0,0,0],trait:"Mountain Dwarf (+2 Strength, +2 Constitution)\n\nStonecunning:\n Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus."},RaceList["dark elf"]={regExpSearch:/^(?!.*half)((?=.*drow)|((?=.*\b(elfs?|elves|elvish|elven)\b)(?=.*\b(dark|underdarks?|deep|depths?)\b))).*$/i,name:"Drow",sortname:"Elf, Dark (Drow)",source:[["P",24]],plural:"Drow",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Elvish"],vision:[["Darkvision",120],["Sunlight Sensitivity",0]],savetxt:{text:["Magic can't put me to sleep"],adv_vs:["charmed"]},weaponProfs:[!1,!1,["rapier","shortsword","hand crossbow"]],skills:["Perception"],age:" typically claim adulthood around age 100 and can live to be 750 years old",height:' range from under 5 to 5 1/2 feet tall (4\'5" + 2d6")',weight:" weigh around 100 lb (75 + 2d6 × 1d6 lb)",heightMetric:" range from under 1,5 to 1,7 metres tall (135 + 5d6 cm)",weightMetric:" weigh around 45 kg (35 + 5d6 × 2d6 / 10 kg)",scores:[0,2,0,0,0,1],trait:"Drow (+2 Dexterity, +1 Charisma)\nTrance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. This gives the same benefit as a human gets from 8 hours of sleep (long rest takes only 4 hours).\nSunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when I or what I am trying to attack/perceive is in direct sunlight.\nDrow Magic: 1st level: Dancing Lights cantrip; 3rd level: Faerie Fire; 5th level: Darkness. Both spells can be used once per long rest. Charisma is my spellcasting ability for these.",spellcastingAbility:6,spellcastingBonus:{name:"Drow Magic (level 1)",spells:["dancing lights"],selection:["dancing lights"],firstCol:"atwill"},features:{"faerie fire":{name:"Drow Magic (level 3)",limfeaname:"Faerie Fire",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Drow Magic (level 3)",spells:["faerie fire"],selection:["faerie fire"],firstCol:"oncelr"}},darkness:{name:"Drow Magic (level 5)",limfeaname:"Darkness",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Drow Magic (level 5)",spells:["darkness"],selection:["darkness"],firstCol:"oncelr"}}}},RaceList["wood elf"]={regExpSearch:/^(?!.*half)((?=.*(grugach|kagonesti|silhana))|((?=.*\b(elfs?|elves|elvish|elven)\b)(?=.*\b(woodlands?|woods?|forests?|wilds?|green)\b))).*$/i,name:"Wood elf",sortname:"Elf, Wood",source:[["P",24]],plural:"Wood elves",size:3,speed:{walk:{spd:35,enc:25}},languageProfs:["Common","Elvish"],vision:[["Darkvision",60]],savetxt:{text:["Magic can't put me to sleep"],adv_vs:["charmed"]},weaponProfs:[!1,!1,["longsword","shortsword","longbow","shortbow"]],skills:["Perception"],age:" typically claim adulthood around age 100 and can live to be 750 years old",height:' range from under 5 to over 6 feet tall (4\'6" + 2d10")',weight:" weigh around 125 lb (100 + 2d10 × 1d4 lb)",heightMetric:" range from under 1,5 to over 1,8 metres tall (140 + 5d10 cm)",weightMetric:" weigh around 60 kg (45 + 5d10 × 2d4 / 10 kg)",scores:[0,2,0,0,1,0],trait:"Wood Elf (+2 Dexterity, +1 Wisdom)\nTrance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While meditating, I can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, I gain the same benefit that a human does from 8 hours of sleep, thus needing only 4 hours for a long rest.\nMask of the Wild: I can attempt to hide even when I am only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."},RaceList["forest gnome"]={regExpSearch:/^((?=.*\bgnomes?\b)(?=.*\b(woods?|forests?|wilds?|green)\b)).*$/i,name:"Forest gnome",sortname:"Gnome, Forest",source:[["P",37]],plural:"Forest gnomes",size:4,speed:{walk:{spd:25,enc:15}},languageProfs:["Common","Gnomish"],vision:[["Darkvision",60]],savetxt:{text:["Adv. on Int/Wis/Cha saves vs. magic"]},age:" start adult life around age 40 and can live 350 to almost 500 years",height:' are 3 to 4 feet tall (2\'11" + 2d4")',weight:" weigh around 40 lb (35 + 2d4 lb)",heightMetric:" are 90 to 120 cm tall (2'11\" + 5d4)",weightMetric:" weigh around 18 kg (16 + 5d4 / 10 kg)",scores:[0,1,0,2,0,0],trait:"Forest Gnome (+1 Dexterity, +2 Intelligence)"+(typePF?"\n":" ")+"\nNatural Illusionist:\n I know the Minor Illusion cantrip. Intelligence is my spellcasting ability for it.\n\nSpeak with Small Beasts:\n Through sounds and gestures, I can communicate simple ideas with Small or smaller beasts.",spellcastingAbility:4,spellcastingBonus:{name:"Natural Illusionist",spells:["minor illusion"],selection:["minor illusion"],firstCol:"atwill"}},RaceList["stout halfling"]={regExpSearch:/^(?=.*\b(halflings?|hobbits?)\b)(?=.*stout).*$/i,name:"Stout halfling",sortname:"Halfling, Stout",source:[["P",28]],plural:"Stout halflings",size:4,speed:{walk:{spd:25,enc:15}},languageProfs:["Common","Halfling"],savetxt:{adv_vs:["frightened","poison"]},dmgres:["Poison"],age:" reach adulthood at age 20 and live around 150 years",height:' average about 3 feet tall (2\'7" + 2d4")',weight:" weigh around 40 lb (35 + 2d4 lb)",heightMetric:" average about 90 cm tall (80 + 5d4)",weightMetric:" weigh around 18 kg (16 + 5d4 / 10 kg)",scores:[0,2,1,0,0,0],trait:"Stout Halfling (+2 Dexterity, +1 Constitution)\n\nLucky: When I roll a 1 on an attack roll, ability check, or saving throw, I can reroll the die and must use the new roll.\n\nHalfling Nimbleness: I can move through the space of any creature that is of a size larger than me."},AddRacialVariant("human","variant",{regExpSearch:/variant/i,source:[["P",31]],skillstxt:"Choose any one skill",scorestxt:"+1 to two different ability scores of my choice",scores:[0,0,0,0,0,0],trait:"Human (+1 to two different ability scores of my choice)\n\nSkills: I gain proficiency in one skill of my choice.\n\nFeat: I gain one feat of my choice.",eval:function(){AddString("Feat Note 1","Human bonus feat","; ")},removeeval:function(){RemoveString("Feat Note 1","Human bonus feat")}}),AddSubClass("barbarian","totem warrior",{regExpSearch:/^(?=.*totem)(?=.*(warrior|fighter|marauder|barbarian|viking|(norse|tribes?|clans?)(wo)?m(a|e)n)).*$/i,subname:"Path of the Totem Warrior",fullname:"Totem Warrior",source:[["P",50]],features:{subclassfeature3:{name:"Spirit Seeker",source:[["P",50]],minlevel:3,description:"\n I can cast Beast Sense and Speak with Animals as rituals (PHB 217 & 277)",spellcastingBonus:{name:"Spirit Seeker",spells:["beast sense","speak with animals"],selection:["beast sense","speak with animals"],firstCol:"(R)",times:2},spellChanges:{"beast sense":{time:"10 min",changes:"I can cast this spell only as a ritual, thus its casting time is 10 minutes longer."},"speak with animals":{time:"10 min",changes:"I can cast this spell only as a ritual, thus its casting time is 10 minutes longer."}}},"subclassfeature3.1":{name:"Totem Spirit",source:[["P",50]],minlevel:3,description:'\n Choose Bear, Eagle, Elk, Wolf, or Tiger Spirit using the "Choose Feature" button above',choices:["Bear","Eagle","Wolf"],bear:{name:"Bear Spirit",description:"\n While raging, I have resistance to all damage types except psychic",dmgres:[["All -Psychic","All -Psychic (rage)"]],eval:function(){processResistance(!1,"Barbarian: Rage",ClassList.barbarian.features.rage.dmgres)},removeeval:function(){processResistance(!0,"Barbarian: Rage",ClassList.barbarian.features.rage.dmgres)}},eagle:{name:"Eagle Spirit",description:"\n While raging without heavy armor, others have disadv. on opportunity attacks vs. me\n I can use the Dash action as a bonus action",action:["bonus action"," (Dash)"]},wolf:{name:"Wolf Spirit",description:"\n While raging, friends have advantage on melee attacks vs. hostiles within 5 ft of me"}},subclassfeature6:{name:"Aspect of the Beast",source:[["P",50]],minlevel:6,description:'\n Choose Bear, Eagle, Elk, Wolf, or Tiger Aspect using the "Choose Feature" button above',choices:["Bear","Eagle","Wolf"],bear:{name:"Aspect of the Bear",description:"\n Advantage on Strength checks to push/pull/lift/break; Carrying capacity is doubled",carryingCapacity:2},eagle:{name:"Aspect of the Eagle",description:"\n I can see up to 1 mile away perfectly; No disadvantage on Perception from dim light"},wolf:{name:"Aspect of the Wolf",description:"\n I can track while traveling at a fast pace; I can move stealthily at a normal pace"}},subclassfeature10:{name:"Spirit Walker",source:[["P",50]],minlevel:10,description:"\n I can cast Commune with Nature as a ritual",spellcastingBonus:{name:"Spirit Walker",spells:["commune with nature"],selection:["commune with nature"],firstCol:"(R)"},spellChanges:{"commune with nature":{time:"11 min",changes:"I can cast this spell only as a ritual, thus its casting time is 10 minutes longer."}}},subclassfeature14:{name:"Totemic Attunement",source:[["P",50]],minlevel:14,description:'\n Choose Bear, Eagle, Elk, Wolf, or Tiger Attunement using the "Choose Feature" button',choices:["Bear","Eagle","Wolf"],bear:{name:"Bear Attunement",description:"\n While raging, any creature that sees me within 5 ft has disadv. on attacks vs. others\n Enemies that can't perceive me or be frightened are immune"},eagle:{name:"Eagle Attunement",description:"\n While raging, I can fly at my current speed, but I can only stay aloft during my turn"},wolf:{name:"Wolf Attunement",description:"\n If my melee attack hits while raging, I can knock prone as a bonus action (up to Large)",action:["bonus action"," (raging: knock prone)"]}}}}),AddSubClass("bard","college of valor",{regExpSearch:/^(?=.*(college|bard|minstrel|troubadour|jongleur))(?=.*valor).*$/i,subname:"College of Valor",source:[["P",55]],attacks:[1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],features:{subclassfeature3:{name:"Bonus Proficiencies",source:[["P",55]],minlevel:3,description:"\n I gain proficiency with medium armor, shields, and martial weapons",armorProfs:[!1,!0,!1,!0],weaponProfs:[!1,!0]},"subclassfeature3.1":{name:"Combat Inspiration",source:[["P",55]],minlevel:3,description:"\n My Bardic Inspiration can also be used to add the die to a weapon damage roll\n Alternatively, it can be used as a reaction to add the die to AC against one attack"},subclassfeature14:{name:"Battle Magic",source:[["P",55]],minlevel:14,description:"\n As a bonus action when I use my action to cast a bard spell, I can make a weapon attack",action:["bonus action"," (with Bard spell)"]}}}),AddSubClass("cleric","knowledge domain",{regExpSearch:/^(?=.*(cleric|priest|clergy|acolyte))(?=.*(knowledge|wisdom|learning)).*$/i,subname:"Knowledge Domain",source:[["P",59]],spellcastingExtra:["command","identify","augury","suggestion","nondetection","speak with dead","arcane eye","confusion","legend lore","scrying"],features:{subclassfeature1:{name:"Blessings of Knowledge",source:[["P",59]],minlevel:1,description:"\n I learn two languages and gain proficiency and expertise with two skills\n I can choose from the following: Arcana, History, Nature, or Religion",skillstxt:"Choose two from Arcana, History, Nature, and Religion. You also gain expertise with these skills",languageProfs:[2]},subclassfeature2:{name:"Channel Divinity: Knowledge of Ages",source:[["P",59]],minlevel:2,description:"\n As an action, I gain proficiency with a chosen skill or tool for 10 minutes",action:["action",""]},subclassfeature6:{name:"Channel Divinity: Read Thoughts",source:[["P",59]],minlevel:6,description:"\n As an action, one creature within 60 ft I can see must make a Wisdom save\n If it fails, I can read its surface thoughts for 1 min, as long as it's within 60 ft of me\n As an action, I can end this and cast Suggestion on it (it fails its save automatically)\n If it succeeded on its save, I can't use this feature again on it until I finish a long rest",action:["action",""]},subclassfeature8:{name:"Potent Spellcasting",source:[["P",60]],minlevel:8,description:"\n I can add my Wisdom modifier to the damage I deal with my cleric cantrips",calcChanges:{atkCalc:[function(e,a,t){classes.known.cleric&&7 7, it has adv. on the save; If its Int is > 11, it repeats the save every hour\n If failed, it becomes friendly to me and obeys my commands until I use this on another\n On success, it becomes permanently immune to my further attempts",action:["action",""]}}}),AddSubClass("wizard","transmutation",{regExpSearch:/(transmutation|transmuter)/i,subname:"School of Transmutation",fullname:"Transmuter",source:[["P",119]],features:{subclassfeature2:{name:"Transmutation Savant",source:[["P",119]],minlevel:2,description:"\n I halve the gp and time needed to copy transmutation spells into my spellbook"},"subclassfeature2.1":{name:"Minor Alchemy",source:[["P",119]],minlevel:2,description:"\n I can transform an object of wood/stone/iron/copper/silver into another of those\n For each 10 min I spend, I can transform up to 1 cubic foot of the material\n It reverts back when I lose concentration or after 1 hour"},subclassfeature6:{name:"Transmuter's Stone",source:[["P",119]],minlevel:6,description:desc(["In 8 hours, I can create a transmuter's stone that gives its wielder one of the following:"," • Darkvision 60 ft"," • 10 ft increase to speed while unencumbered"," • Proficiency in Constitution saving throws"," • Resistance to either acid, cold, fire, lightning, or thunder damage","The benefit is chosen at creation; I can have only one active stone at a time","I can change the benefit when I cast a 1st-level or higher transmutation spell with it"])},subclassfeature10:{name:"Shapechanger",source:[["P",119]],minlevel:10,description:"\n I add Polymorph to my spellbook; I can cast it on myself without using a spell slot\n When I do that, I can only transform into a beast with a challenge rating of 1 or lower",recovery:"short rest",usages:1,spellcastingBonus:[{name:"Add to spellbook",spells:["polymorph"],selection:["polymorph"]},{name:"1/SR no spell slot",spells:["polymorph"],selection:["polymorph"],firstCol:"oncesr"}],spellChanges:{polymorph:{name:"Polymorph (special)",range:"Self",description:"I transformed into a beast of my choice with a CR 1 or lower; see book",changes:"Using my Shapechanger class feature, I can cast Polymorph once per short rest without using a spell slot, but when I do so I can only cast it on myself and transform into a beast."}}},subclassfeature14:{name:"Master Transmuter",source:[["P",119]],minlevel:14,description:"\n As an action, I can destroy my transmuter's stone and do one of the four following:\n 1) Major Transformation\n In 10 minutes, I transmute one nonmagical object up to 5 cubic foot into another\n This new, nonmagical object must be of similar size and mass and equal or less value\n 2) Panacea\n One touched has all curses, diseases, and poisons removed and is healed to max HP\n 3) Restore Life\n I cast Raise Dead without using spell slots or needing to have it in my spellbook\n 4) Restore Youth\n A touched creature's apparent age is reduced by 3d10 years (to a minimum of 13)",action:["action",""]}}}),BackgroundList.charlatan={regExpSearch:/charlatan/i,name:"Charlatan",source:[["P",128],["ALbackground",0]],skills:["Deception","Sleight of Hand"],gold:15,equipleft:[["Disguise kit","",3],["Tools for chosen con","",""]],equipright:[["Fine clothes","",6],["Belt pouch (with coins)","",1]],feature:"False Identity",trait:["I fall in and out of love easily, and am always pursuing someone.","I have a joke for every occasion, especially occasions where humor is inappropriate.","Flattery is my preferred trick for getting what I want.","I'm a born gambler who can't resist taking a risk for a potential payoff.","I lie about almost everything, even when there's no good reason to.","Sarcasm and insults are my weapons of choice.","I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.","I pocket anything I see that might have some value."],ideal:[["Independence","Independence: I am a free spirit ― no one tells me what to do. (Chaotic)"],["Fairness","Fairness: I never target people who can't afford to lose a few coins. (Lawful)"],["Charity","Charity: I distribute the money I acquire to the people who really need it. (Good)"],["Creativity","Creativity: I never run the same con twice. (Chaotic)"],["Friendship","Friendship: Material goods come and go. Bonds of friendship last forever. (Good)"],["Aspiration","Aspiration: I'm determined to make something of myself. (Any)"]],bond:["I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.","I owe everything to my mentor ― a horrible person who's probably rotting in jail somewhere.","Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.","I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.","A powerful person killed someone I love. Someday soon, I'll have my revenge.","I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself."],flaw:["I can't resist a pretty face.","I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.","I'm convinced that no one could ever fool me the way I fool others.","I'm too greedy for my own good. I can't resist taking a risk if there's money involved.","I can't resist swindling people who are more powerful than me.","I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough."],extra:["Select a Favorite Scheme","Cheat at games of chance","Shave coins, forge documents","User/manipulator","Change identity","Sleight-of-hand cons","Sell junk as expensive necessities"],toolProfs:["Disguise kit","Forgery kit"],lifestyle:"comfortable"},BackgroundList.criminal={regExpSearch:/criminal/i,name:"Criminal",source:[["P",129],["ALbackground",0]],skills:["Deception","Stealth"],gold:15,equipright:[["Dark, common clothes with hood","",3],["Crowbar","",5],["Belt pouch (with coins)","",1]],feature:"Criminal Contact",trait:["I always have a plan for what to do when things go wrong.","I am always calm, no matter the situation. I never raise my voice or let my emotions control me.","The first thing I do in a new place is note the locations of everything valuable ― or where such things could be hidden.","I would rather make a new friend than a new enemy.","I am incredibly slow to trust. Those who seem the fairest often have the most to hide.","I don't pay attention to the risks in a situation. Never tell me the odds.","The best way to get me to do something is to tell me I can't do it.","I blow up at the slightest insult."],ideal:[["Honor","Honor: I don't steal from others in the trade. (Lawful)"],["Freedom","Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)"],["Charity","Charity: I steal from the wealthy so that I can help people in need. (Good)"],["Greed","Greed: I will do whatever it takes to become wealthy. (Evil)"],["People","People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)"],["Redemption","Redemption: There's a spark of good in everyone. (Good)"]],bond:["I'm trying to pay off an old debt I owe to a generous benefactor.","My ill-gotten gains go to support my family.","Something important was taken from me, and I aim to steal it back.","I will become the greatest thief that ever lived.","I'm guilty of a terrible crime. I hope I can redeem myself for it.","Someone I loved died because of a mistake I made. That will never happen again."],flaw:["When I see something valuable, I can't think about anything but how to steal it.","When faced with a choice between money and my friends, I usually choose the money.","If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.",'I have a "tell" that reveals when I\'m lying.',"I turn tail and run when things look bad.","An innocent person is in prison for a crime that I committed. I'm okay with that."],extra:["Select a Criminal Specialty","Blackmailer","Burglar","Enforcer","Fence","Highway robber","Hired killer","Pickpocket","Smuggler","Spy"],toolProfs:[["Gaming set",1],["Thieves' tools","Dex"]],lifestyle:"poor"},BackgroundList.entertainer={regExpSearch:/(entertainer|actor|dancer|fire.?eater|jester|juggler|instrumentalist|poet|singer|storyteller|tumbler)/i,name:"Entertainer",source:[["P",130],["ALbackground",0]],skills:["Acrobatics","Performance"],gold:15,equipright:[["Costume","",4],["Favor of an admirer","",""],["Belt pouch (with coins)","",1],["Musical instrument of my choice","",""]],feature:"By Popular Demand",trait:["I know a story relevant to almost every situation.","Whenever I come to a new place, I collect local rumors and spread gossip.","I'm a hopeless romantic, always searching for that 'special someone'.","Nobody stays angry at me or around me for long, since I can defuse any amount of tension.","I love a good insult, even one directed at me.","I get bitter if I'm not the center of attention.","I'll settle for nothing less than perfection.","I change my mood or my mind as quickly as I change key in a song."],ideal:[["Beauty","Beauty: When I perform, I make the world better than it was. (Good)"],["Tradition","Tradition: The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)"],["Creativity","Creativity: The world is in need of new ideas and bold action. (Chaotic)"],["Greed","Greed: I'm only in it for the money and fame. [Evil]"],["People","People: I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)"],["Honesty","Honesty: Art should reflect the soul; it should come from within and reveal who we really are. (Any)"]],bond:["My instrument is my most treasured possession, and it reminds me of someone I love.","Someone stole my precious instrument, and someday I'll get it back.","I want to be famous, whatever it takes.","I idolize a hero of the old tales and measure my deeds against that person's.","I will do anything to prove myself superior to my hated rival.","I would do anything for the other members of my old troupe."],flaw:["I'll do anything to win fame and renown.","I'm a sucker for a pretty face.","A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.","I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.","I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.","Despite my best efforts, I am unreliable to my friends."],extra:["Select an Entertainer Routine","Actor","Dancer","Fire-eater","Jester","Juggler","Instrumentalist","Poet","Singer","Storyteller","Tumbler"],toolProfs:["Disguise kit",["Musical instrument",1]],lifestyle:"modest"},BackgroundList["folk hero"]={regExpSearch:/^(?=.*folk)(?=.*hero).*$/i,name:"Folk Hero",source:[["P",131],["ALbackground",0]],skills:["Animal Handling","Survival"],gold:10,equipleft:[["Set of artisan's tools","",""],["Shovel","",5],["Iron pot","",10]],equipright:[["Common clothes","",3],["Belt pouch (with coins)","",1]],feature:"Rustic Hospitality",trait:["I judge people by their actions, not their words.","If someone is in trouble, I'm always ready to lend help.","When I set my mind to something, I follow through no matter what gets in my way.","I have a strong sense of fair play and always try to find the most equitable solution to arguments.","I'm confident in my own abilities and do what I can to instill confidence in others.","Thinking is for other people. I prefer action.","I misuse long words in an attempt to sound smarter.","I get bored easily. When am I going to get on with my destiny?"],ideal:[["Respect","Respect: People deserve to be treated with dignity and respect. (Good)"],["Fairness","Fairness: No one should get preferential treatment before the law, and no one is above the law. (Lawful)"],["Freedom","Freedom: Tyrants must not be allowed to oppress the people. (Chaotic)"],["Might","Might: If I become strong, I can take what I want― what I deserve. (Evil)"],["Sincerity","Sincerity: There's no good in pretending to be something I'm not. (Neutral)"],["Destiny","Destiny: Nothing and no one can steer me away from my higher calling. (Any)"]],bond:["I have a family, but I have no idea where they are. One day, I hope to see them again.","I worked the land, I love the land, and I will protect the land.","A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.","My tools are symbols of my past life, and I carry them so that I will never forget my roots.","I protect those who cannot protect themselves.","I wish my childhood sweetheart had come with me to pursue my destiny."],flaw:["The tyrant who rules my land will stop at nothing to see me killed.","I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.","The people who knew me when I was young know my shameful secret, so I can never go home again.","I have a weakness for the vices of the city, especially hard drink.","Secretly, I believe that things would be better if I were a tyrant lording over the land.","I have trouble trusting in my allies."],extra:["Select a Defining Event","I stood up to a tyrant's agents","I saved people during a natural disaster","I stood alone against a terrible monster","I stole from a corrupt merchant for the poor","I led a militia to fight off an invading army","I stole weapons from a tyrant to arm the people","I trained peasantry to fight a tyrant with farm tools","A decree was rescinded after I led a protest against it","A magical creature gave me a blessing or insight","I rose to leadership in a lord's army"],toolProfs:[["Artisan's tools",1],"Vehicles (land)"],lifestyle:"modest"},BackgroundList["guild artisan"]={regExpSearch:/^(?=.*guild)(?=.*artisan).*$/i,name:"Guild Artisan",source:[["P",132],["ALbackground",0]],skills:["Insight","Persuasion"],gold:15,equipleft:[["Set of artisan's tools","",""],["Letter of introduction from guild","",""]],equipright:[["Traveler's clothes","",4],["Belt pouch (with coins)","",1]],feature:"Guild Membership",trait:["I believe that anything worth doing is worth doing right. I can't help it― I'm a perfectionist.","I'm a snob who looks down on those who can't appreciate fine art.","I always want to know how things work and what makes people tick.","I'm full of witty aphorisms and have a proverb for every occasion.","I'm rude to people who lack my commitment to hard work and fair play.","I like to talk at length about my profession.","I don't part with my money easily and will haggle tirelessly to get the best deal possible.","I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me."],ideal:[["Community","Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)"],["Generosity","Generosity: My talents were given to me so that I could use them to benefit the world. (Good)"],["Freedom","Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic)"],["Greed","Greed: I'm only in it for the money. (Evil)"],["People","People: I'm committed to the people I care about, not to ideals. (Neutral)"],["Aspiration","Aspiration: I work hard to be the best there is at my craft. (Any)"]],bond:["The workshop where I learned my trade is the most important place in the world to me.","I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.","I owe my guild a great debt for forging me into the person I am today.","I pursue wealth to secure someone's love.","One day I will return to my guild and prove that I am the greatest artisan of them all.","I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood."],flaw:["I'll do anything to get my hands on something rare or priceless.","I'm quick to assume that someone is trying to cheat me.","No one must ever learn that I once stole money from guild coffers.","I'm never satisfied with what I have― I always want more.","I would kill to acquire a noble title.","I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals."],extra:["Select a Guild Business","Alchemists and apothecaries","Armorers, locksmiths, and finesmiths","Brewers, distillers, and vintners","Calligraphers, scribes, and scriveners","Carpenters, roofers, and plasterers","Cartographers, surveyors, and chart-makers","Cobblers and shoemakers","Cooks and bakers","Glassblowers and glaziers","Jewelers and gemcutters","Leatherworkers, skinners, and tanners","Masons and stonecutters","Painters, limners, and sign-makers","Potters and tile-makers","Shipwrights and sailmakers","Smiths and metal-forgers","Tinkers, pewterers, and casters","Wagon-makers and wheelwrights","Weavers and dyers","Woodcarvers, coopers, and bowyers"],toolProfs:[["Artisan's tools",1]],languageProfs:[1],lifestyle:"comfortable"},BackgroundList.hermit={regExpSearch:/hermit/i,name:"Hermit",source:[["P",134],["ALbackground",0]],skills:["Medicine","Religion"],gold:5,equipleft:[["Winter blanket","",3],["Herbalism kit","",3]],equipright:[["Common clothes","",3],["Scroll case with notes","",1]],feature:"Discovery",trait:["I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.","I am utterly serene, even in the face of disaster.","The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.","I feel tremendous empathy for all who suffer.","I'm oblivious to etiquette and social expectations.","I connect everything that happens to me to a grand, cosmic plan.","I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.","I am working on a grand philosophical theory and love sharing my ideas."],ideal:[["Greater Good","Greater Good: My gifts are meant to be shared with all, not used for my own benefit. (Good)"],["Logic","Logic: Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)"],["Free Thinking","Free Thinking: Inquiry and curiosity are the pillars of progress. (Chaotic)"],["Power","Power: Solitude and contemplation are paths toward mystical or magical power. (Evil)"],["Live and Let Live","Live and Let Live: Meddling in the affairs of others only causes trouble. (Neutral)"],["Self-Knowledge","Self-Knowledge: If you know yourself, there's nothing left to know. (Any)"]],bond:["Nothing is more important than the other members of my hermitage, order, or association.","I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.","I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.","I entered seclusion because I loved someone I could not have.","Should my discovery come to light, it could bring ruin to the world.","My isolation gave me great insight into a great evil that only I can destroy."],flaw:["Now that I've returned to the world, I enjoy its delights a little too much.","I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.","I am dogmatic in my thoughts and philosophy.","I let my need to win arguments overshadow friendships and harmony.","I'd risk too much to uncover a lost bit of knowledge.","I like keeping secrets and won't share them with anyone."],extra:["Select a Life of Seclusion","Searching for spiritual enlightenment","Living in accordance with a religious order","Exiled for a crime I didn't commit","Retreated from society after a life-altering event","Worked on my art, literature, music, or manifesto","Commune with nature, far from civilization","Caretaker of an ancient ruin or relic","Pilgrim in search of a thing of spiritual significance"],toolProfs:["Herbalism kit"],languageProfs:[1],lifestyle:"poor"},BackgroundList.noble={regExpSearch:/^(?!.*(waterdhavian|waterdeep|knight))(?=.*noble).*$/i,name:"Noble",source:[["P",135],["ALbackground",0]],skills:["History","Persuasion"],gold:25,equipleft:[["Scroll of pedigree","",""]],equipright:[["Fine clothes","",6],["Signet ring","",""],["Purse (with coins)","",1]],feature:"Position of Privilege",trait:["My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.","The common folk love me for my kindness and generosity.","No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.","I take great pains to always look my best and follow the latest fashions.","I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.","Despite my noble birth, I do not place myself above other folk. We all have the same blood.","My favor, once lost, is lost forever.","If you do me an injury, I will crush you, ruin your name, and salt your fields."],ideal:[["Respect","Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)"],["Responsibility","Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)"],["Independence","Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic)"],["Power","Power: If I can attain more power, no one will tell me what to do. (Evil)"],["Family","Family: Blood runs thicker than water. (Any)"],["Noble Obligation","Noble Obligation: It is my duty to protect and care for the people beneath me. (Good)"]],bond:["I will face any challenge to win the approval of my family.","My house's alliance with another noble family must be sustained at all costs.","Nothing is more important than the other members of my family.","I am in love with the heir of a family that my family despises.","My loyalty to my sovereign is unwavering.","The common folk must see me as a hero of the people."],flaw:["I secretly believe that everyone is beneath me.","I hide a truly scandalous secret that could ruin my family forever.","I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.","I have an insatiable desire for carnal pleasures.","In fact, the world does revolve around me.","By my words and actions, I often bring shame to my family."],toolProfs:[["Gaming set",1]],languageProfs:[1],lifestyle:"wealthy"},BackgroundList.outlander={regExpSearch:/^(?!.*urban)(?=.*(outlander|forester|trapper|homesteader|guide|exile|outcast|bounty.?hunter|tribal nomad|hunter-gatherer|tribal.?marauder)).*$/i,name:"Outlander",source:[["P",136],["ALbackground",0]],skills:["Athletics","Survival"],gold:10,equipright:[["Traveler's clothes","",4],["Staff","",4],["Hunting trap","",25],["Trophy from animal","",""],["Belt pouch (with coins)","",1]],feature:"Wanderer",trait:["I'm driven by a wanderlust that led me away from home.","I watch over my friends as if they were a litter of newborn pups.","I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.","I have a lesson for every situation, drawn from observing nature.","I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.","I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.","I feel far more comfortable around animals than people.","I was, in fact, raised by wolves."],ideal:[["Change","Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic)"],["Greater Good","Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good)"],["Honor","Honor: If I dishonor myself, I dishonor my whole clan. (Lawful)"],["Might","Might: The strongest are meant to rule. (Evil)"],["Nature","Nature: The natural world is more important than all the constructs of civilization. (Neutral)"],["Glory","Glory: I must earn glory in battle, for myself and my clan. (Any)"]],bond:["My family, clan, or tribe is the most important thing in my life, even when they are far from me.","An injury to the unspoiled wilderness of my home is an injury to me.","I will bring terrible wrath down on the evildoers who destroyed my homeland.","I am the last of my tribe, and it is up to me to ensure their names enter legend.","I suffer awful visions of a coming disaster and will do anything to prevent it.","It is my duty to provide children to sustain my tribe."],flaw:["I am too enamored of ale, wine, and other intoxicants.","There's no room for caution in a life lived to the fullest.","I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.","I am slow to trust members of other races, tribes, and societies.","Violence is my answer to almost any challenge.","Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish."],extra:["Select an Origin","Forester","Trapper","Homesteader","Guide","Exile or outcast","Bounty hunter","Pilgrim","Tribal nomad","Hunter-gatherer","Tribal marauder"],toolProfs:[["Musical instrument",1]],languageProfs:[1],lifestyle:"poor"},BackgroundList.sage={regExpSearch:/(sage|alchemist|astronomer|academic|librarian|professor|researcher|apprentice|scribe)/i,name:"Sage",source:[["P",137],["ALbackground",0]],skills:["Arcana","History"],gold:10,equipleft:[["Ink, 1 ounce bottle of",1,""],["Ink pen (quill)","",""],["Small knife","",.5],["Letter from dead colleague","",""]],equipright:[["Common clothes","",3],["Belt pouch (with coins)","",1]],feature:"Researcher",trait:["I use polysyllabic words that convey the impression of great erudition.","I've read every book in the world's greatest libraries― or I like to boast that I have.","I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.","There's nothing I like more than a good mystery.","I'm willing to listen to every side of an argument before I make my own judgment.","I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost. . . everyone . . . is . . . compared . . . to me.","I am horribly, horribly awkward in social situations.","I'm convinced that people are always trying to steal my secrets."],ideal:[["Knowledge","Knowledge: The path to power and self-improvement is through knowledge. (Neutral)"],["Beauty","Beauty: What is beautiful points us beyond itself toward what is true. (Good)"],["Logic","Logic: Emotions must not cloud our logical thinking. (Lawful)"],["No Limits","No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)"],["Power","Power: Knowledge is the path to power and domination. (Evil)"],["Self-Improvement","Self-Improvement: The goal of a life of study is the betterment of oneself. (Any)"]],bond:["It is my duty to protect my students.","I have an ancient text that holds terrible secrets that must not fall into the wrong hands.","I work to preserve a library, university, scriptorium, or monastery.","My life's work is a series of tomes related to a specific field of lore.","I've been searching my whole life for the answer to a certain question.","I sold my soul for knowledge. I hope to do great deeds and win it back."],flaw:["I am easily distracted by the promise of information.","Most people scream and run when they see a demon. I stop and take notes on its anatomy.","Unlocking an ancient mystery is worth the price of a civilization.","I overlook obvious solutions in favor of complicated ones.","I speak without really thinking through my words, invariably insulting others.","I can't keep a secret to save my life, or anyone else's."],extra:["Select a Specialty","Alchemist","Astronomer","Discredited academic","Librarian","Professor","Researcher","Wizard's apprentice","Scribe"],languageProfs:[2],lifestyle:"modest"},BackgroundList.sailor={regExpSearch:/sailor/i,name:"Sailor",source:[["P",139],["ALbackground",0]],skills:["Athletics","Perception"],gold:10,equipleft:[["Silk rope, feet of",50,.1]],equipright:[["Common clothes","",3],["Belaying pin (club)","",2],["Lucky charm","",""],["Belt pouch (with coins)","",1]],feature:"Ship's Passage",trait:["My friends know they can rely on me, no matter what.","I work hard so that I can play hard when the work is done.","I enjoy sailing into new ports and making new friends over a flagon of ale.","I stretch the truth for the sake of a good story.","To me, a tavern brawl is a nice way to get to know a new city.","I never pass up a friendly wager.","My language is as foul as an otyugh nest.","I like a job well done, especially if I can convince someone else to do it."],ideal:[["Respect","Respect: The thing that keeps a ship together is mutual respect between captain and crew. (Good)"],["Fairness","Fairness: We all do the work, so we all share in the rewards. (Lawful)"],["Freedom","Freedom: The sea is freedom― the freedom to go anywhere and do anything. (Chaotic)"],["Mastery","Mastery: I'm a predator, and the other ships on the sea are my prey. (Evil)"],["People","People: I'm committed to my crewmates, not to ideals. (Neutral)"],["Aspiration","Aspiration: Someday I'll own my own ship and chart my own destiny. (Any)"]],bond:["I'm loyal to my captain first, everything else second.","The ship is most important― crewmates and captains come and go.","I'll always remember my first ship.","In a harbor town, I have a paramour whose eyes nearly stole me from the sea.","I was cheated out of my fair share of the profits, and I want to get my due.","Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine."],flaw:["I follow orders, even if I think they're wrong.","I'll say anything to avoid having to do extra work.","Once someone questions my courage, I never back down no matter how dangerous the situation.","Once I start drinking, it's hard for me to stop.","I can't help but pocket loose coins and other trinkets I come across.","My pride will probably lead to my destruction."],toolProfs:["Navigator's tools","Vehicles (water)"],lifestyle:"modest"},BackgroundList.soldier={regExpSearch:/^(?!.*mercenary)(?=.*soldier).*$/i,name:"Soldier",source:[["P",140],["ALbackground",0]],skills:["Athletics","Intimidation"],gold:10,equipright:[["Common clothes","",3],["Insignia of rank","",""],["Trophy from fallen enemy","",""],["Bone dice or playing cards","",""],["Belt pouch (with coins)","",1]],feature:"Military Rank",trait:["I'm always respectful and polite.","I'm haunted by memories of war. I can't get the violent images out of my mind.","I'm slow to make new friends, because I've lost too many old ones.","I'm full of inspiring and cautionary tales from my military experience with some relevance to almost every type of combat situation.","I can stare down a owlbear without flinching.","I enjoy my strength and like to break things.","I have a rough sense of humor.","I approach problems head-on. A simple, direct course is the best path to a solution."],ideal:[["Greater Good","Greater Good: Our fate is to give our lives in the defense of others. (Good)"],["Responsibility","Responsibility: I do what I have to and follow just authority. (Lawful)"],["Independence","Independence: When people obey orders blindly, they affirm a kind of tyranny. (Chaotic)"],["Might","Might: In life as in war, the mightier force prevails. (Evil)"],["Live and Let Live","Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral)"],["Nation","Nation: My city, state, or people are the only things that matter. (Any)"]],bond:["I would still give my life for the people I have served with.","Someone saved my life on the battlefield. Even now, I would never leave a friend behind.","My honor is my life.","I'll never forget the crushing defeat my company endured or the foes who inflicted it.","Those who fight with me are those worth laying down my life for.","I fight for those who cannot fight for themselves."],flaw:["The atrocious enemy we faced in battle still leaves me trembling with fear.","I have little respect for those who are not a tested warrior.","A disastrous mistake I made in battle cost many lives― I will do anything to keep that mistake a secret.","My hatred of my foes is blind and unreasoning. ","I uphold the law, even if the law causes suffering.","I'd rather eat my weapon than admit when I'm wrong."],extra:["Select a Specialty","Officer","Scout","Infantry","Cavalry","Healer","Quartermaster","Standard-bearer","Support staff"],toolProfs:[["Gaming set",1],"Vehicles (land)"],lifestyle:"modest"},BackgroundList.urchin={regExpSearch:/urchin/i,name:"Urchin",source:[["P",141],["ALbackground",0]],skills:["Sleight of Hand","Stealth"],gold:10,equipleft:[["Map of the city","",""],["Small knife","",.5]],equipright:[["Common clothes","",3],["Token from my parents","",""],["Pet mouse","",.1],["Belt pouch (with coins)","",1]],feature:"City Secrets",trait:["I keep scraps of food and trinkets hidden away in my pockets.","I ask questions all the time.","I like to squeeze into compact places where nobody can harm me.","I sleep with my back to solid surface, with all that I own embraced tightly in my arms.","I have bad manners and eat like a pig.","I expect that anybody who's nice to me is hiding malicious intent.","I eschew bathing.","I say, without reserve, what other people are implying or masking."],ideal:[["Respect","Respect: Everybody, no matter their riches, deserves respect. (Good)"],["Community","Community: We have to take look out for each other, because nobody else will do it for us. (Lawful)"],["Change","Change: The low rise up, and the high and mighty come down. Change is natural. (Chaotic)"],["Retribution","Retribution: The rich need to be shown how it is to live and die in the poor quarters. (Evil)"],["People","People: I help those who help me― that is what lets us stay alive. (Neutral)"],["Aspiration","Aspiration: I'm going to prove that I'm worthy of a better life. (Any)"]],bond:["My town or city is my home, and I'll battle those that threaten it.","I'm the benefactor of an orphanage so others may be kept from enduring what I was forced to endure.","I owe my life to another urchin who taught me the ways of living in the gutters.","I owe a debt I can never repay to the person who showed me sympathy.","I got away from my life of poverty by robbing an influential person, and I'm wanted for it.","No one else should have to suffer the difficulties I've been through."],flaw:["I will run away from a fight if I'm outnumbered.","A gold piece already has a lot of value to me, and I'll do just about anything for more of it.","I will never completely trust another. I only trust myself.","I would rather use an unfair advantage than fight honorably.","It's not theft if I have more use for it than someone else.","People who are incapable of taking care of themselves get what they deserve."],toolProfs:["Disguise kit",["Thieves' tools","Dex"]],lifestyle:"modest"},AddBackgroundVariant("entertainer","gladiator",{regExpSearch:/gladiator/i,name:"Gladiator",source:[["P",131],["ALbackground",0]],equipright:[["Costume","",4],["Favor of an admirer","",""],["Belt pouch (with coins)","",1],["Inexpensive, unusual weapon","",""]],feature:"Are You Entertained?",extra:""}),AddBackgroundVariant("guild artisan","guild merchant",{regExpSearch:/^(?=.*guild)(?=.*merchant).*$/i,name:"Guild Merchant",source:[["P",133],["ALbackground",0]],equipleft:[["Letter of introduction from guild","",""]],equipright:[["Traveler's clothes","",4],["Belt pouch (with coins)","",1],["Cart","",""],["Mule","",""]],extra:["Select a Guild Business","Traders","Caravan masters","Shopkeepers"],toolProfs:["Navigator's tools (or language)"]}),AddBackgroundVariant("noble","knight",{regExpSearch:/^(?!.*order)(?=.*knight).*$/i,name:"Knight",source:[["P",136],["ALbackground",0]],equipright:[["Fine clothes","",6],["Signet ring","",""],["Purse (with coins)","",1],["Banner or token from devoted love","",""]],feature:"Retainers"}),AddBackgroundVariant("sailor","pirate",{regExpSearch:/pirate/i,name:"Pirate",source:[["P",139],["ALbackground",0]],feature:"Bad Reputation"}),BackgroundFeatureList["are you entertained?"]={description:"I can always find a place to perform (arena/pit fight), where I receive free lodging and food of a modest or comfortable standard, as long as I perform each night. In addition, my performance makes me something of a local figure. When strangers recognize me in a town where I have performed, they typically take a liking to me.",source:[["P",131],["ALbackground",0]]},BackgroundFeatureList["bad reputation"]={description:"No matter where I go, people are afraid of me due to my reputation. When I am in a civilized settlement, I can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report my activity to the authorities.",source:[["P",139],["ALbackground",0]]},BackgroundFeatureList["by popular demand"]={description:"I can always find a place to perform (inn/tavern/circus/etc.), where I receive free lodging and food of a modest or comfortable standard, as long as I perform each night. In addition, my performance makes me something of a local figure. When strangers recognize me in a town where I have performed, they typically take a liking to me.",source:[["P",130],["ALbackground",0]]},BackgroundFeatureList["city secrets"]={description:"I know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When I am not in combat, I (and companions I lead) can travel between any two locations in the city twice as fast as my speed would normally allow.",source:[["P",141],["ALbackground",0]]},BackgroundFeatureList["criminal contact"]={description:"I have a reliable and trustworthy contact who acts as my liaison to a network of other criminals. I know how to get messages to and from my contact, even over great distances; specifically, I know the local messengers, corrupt caravan masters, and seedy sailors who can deliver my messages.",source:[["P",129],["ALbackground",0]]},BackgroundFeatureList.discovery={description:"The quiet seclusion of my extended hermitage gave me access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of my seclusion. It might be a great truth, a hidden site, a long forgotten fact, or unearthed some relic of the past that could rewrite history.",source:[["P",134],["ALbackground",0]]},BackgroundFeatureList["false identity"]={description:"I have created a second identity that includes documentation, established acquaintances, and disguises that allow me to assume that persona. Additionally, I can forge documents, including official papers and personal letters, as long as I have seen an example of the kind of document or the handwriting I am trying to copy.",source:[["P",128],["ALbackground",0]]},BackgroundFeatureList["guild membership"]={description:"5 gp membership fees per month: The guild offers lodging if possible. In case of being accused of a crime, the guild will support me if a good case can be made for my innocence or the crime is justifiable. I can also gain access to powerful political figures through the guild, as long as I'm in good standing and the guild is paid enough.",source:[["P",133],["ALbackground",0]]},BackgroundFeatureList["military rank"]={description:"I have a military rank from my career as a soldier. Soldiers loyal to my former military organization still recognize my authority and influence. I can invoke my rank to influence soldiers and temporarily requisition simple equipment or horses. I can usually gain access to friendly military encampments and fortresses where my rank is recognized.",source:[["P",140],["ALbackground",0]]},BackgroundFeatureList["position of privilege"]={description:"I am welcome in high society, and people assume I have the right to be wherever I am. The common folk make every effort to accommodate me and avoid my displeasure, and other people of high birth treat me as a member of the same social sphere. I can secure an audience with a local noble if I need to.",source:[["P",135],["ALbackground",0]]},BackgroundFeatureList.researcher={description:"When I attempt to learn or recall a piece of lore, if I do not know that information, I often know where and from whom I can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.",source:[["P",138],["ALbackground",0]]},BackgroundFeatureList.retainers={description:"I have the service of three retainers loyal to my family, one of whom is another noble and my squire. My other retainers are commoners who can perform mundane tasks for me, but they do not fight for me, will not follow me into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.",source:[["P",136],["ALbackground",0]]},BackgroundFeatureList["rustic hospitality"]={description:"Since I come from the ranks of the common folk, I fit in among them with ease. I can find a place to hide, rest, or recuperate among other commoners, unless I have shown myself to be a danger to them. They will shield me from the law or anyone else searching for me, though they will not risk their lives for me.",source:[["P",131],["ALbackground",0]]},BackgroundFeatureList["ship's passage"]={description:"When I need to, I can secure free passage on a sailing ship for myself and my companions. I might sail on the ship I served on, or another ship I have good relations with. Because I'm calling in a favor, I can't be certain of a schedule or route that will meet my every need. My companions and I are expected to assist the crew during the voyage.",source:[["P",139],["ALbackground",0]]},BackgroundFeatureList.wanderer={description:"I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.",source:[["P",136],["ALbackground",0]]},FeatsList.actor={name:"Actor",source:[["P",165]],descriptionFull:"Skilled at mimicry and dramatics, you gain the following benefits:\n • Increase your Charisma score by 1, to a maximum of 20.\n • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\n • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.",description:"Advantage on Charisma (Deception) and (Performance) if trying to pass as another. I can mimic a person's speech or other creature's sounds if I've heard it for at least 1 minute. Wisdom (Insight) vs. Charisma (Deception) to determine the sound is faked. [+1 Charisma]",scores:[0,0,0,0,0,1]},FeatsList.alert={name:"Alert",source:[["P",165]],descriptionFull:"Always on the lookout for danger, you gain the following benefits:\n • You gain a +5 bonus to initiative.\n • You can't be surprised while you are conscious.\n • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.",description:"I can't be surprised while I'm conscious. I have a +5 bonus on initiative rolls. Other creatures don't gain advantage on attack rolls against me as a result of being hidden from me.",addMod:{type:"skill",field:"Init",mod:5,text:"I have a +5 bonus on initiative rolls."}},FeatsList.athlete={name:"Athlete",source:[["P",165]],descriptionFull:"You have undergone extensive physical training to gain the following benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of 20.\n • When you are prone, standing up uses only 5 feet of your movement.\n • Climbing doesn't cost you extra movement.\n • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.",description:"Standing up from prone uses only 5 ft of movement. Climbing doesn't cost me extra movement. I can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. [+1 Strength or Dexterity]",scorestxt:"+1 Strength or Dexterity"},FeatsList.charger={name:"Charger",source:[["P",165]],descriptionFull:"When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.\n If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).",description:"As a bonus action after taking the Dash action, I can make one melee weapon attack or shove a creature. If I move at least 10 ft in a straight line before this bonus action, I add +5 damage to the attack or increase the distance up to 10 ft for the shove.",action:[["bonus action"," (after Dash action)"]]},FeatsList["crossbow expert"]={name:"Crossbow Expert",source:[["P",165]],descriptionFull:"Thanks to extensive practice with the crossbow, you gain the following benefits:\n • You ignore the loading quality of crossbows with which you are proficient.\n • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.\n • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.",description:"I ignore the loading quality of crossbows I'm proficient with. I don't suffer disadv. on ranged attack rolls for being within 5 ft of a hostile. When I attack with a one-handed weapon in my Attack action, I can use a bonus action to attack with a hand crossbow I'm holding.",action:["bonus action"," (with Attack action)"],calcChanges:{atkAdd:[function(e,a){/crossbow/i.test(a.baseWeaponName)&&e.Proficiency&&(e.Description=e.Description.replace(/(,? ?loading|loading,? ?)/i,""))},"I ignore the loading quality of crossbows I'm proficient with."]}},FeatsList["defensive duelist"]={name:"Defensive Duelist",source:[["P",165]],descriptionFull:"When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.",description:"When wielding a finesse weapon with which I am proficient and another creature hits me with a melee attack, I can use my reaction to add my proficiency bonus to my AC for that attack, potentially causing the attack to miss me.",prerequisite:"Dexterity 13 or higher",prereqeval:function(e){return 13<=What("Dex")},action:["reaction"," (when hit in melee)"]},FeatsList["dual wielder"]={name:"Dual Wielder",source:[["P",165]],descriptionFull:"You master fighting with two weapons, gaining the following benefits:\n • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\n • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.\n • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.",description:"I can use two-weapon fighting even when the one-handed melee weapons I'm wielding aren't light. I can draw or stow two one-handed weapons when I would normally be able to draw or stow only one. +1 AC while wielding separate melee weapons in each hand.",extraAC:{mod:1,text:"I gain a +1 bonus to AC when holding a melee weapon in each hand.",stopeval:function(e){return e.usingShield&&!/animated/i.test(What("AC Shield Bonus Description"))}}},FeatsList["dungeon delver"]={name:"Dungeon Delver",source:[["P",166]],descriptionFull:"Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:\n • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\n • You have advantage on saving throws made to avoid or resist traps.\n • You have resistance to the damage dealt by traps.\n • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.",description:"I have adv. on Wis (Perception) and Int (Investigation) checks made to detect the presence of secret doors. I have resistance to damage dealt by traps and advantage on saves to avoid or resist traps. Travelling at a fast pace doesn't impose -5 on my passive Perception.",dmgres:["Traps"],savetxt:{adv_vs:["traps"]},vision:[["Adv. on Perception and Investigation for secret doors",0],["No -5 for travelling at fast pace",0]]},FeatsList.durable={name:"Durable",source:[["P",166]],descriptionFull:"Hardy and resilient, you gain the following benefits:\n • Increase your Constitution score by 1, to a maximum of 20.\n • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).",description:"When I roll a hit die to regain hit points, the minimum number of hit points I regain from the roll equals twice my Constitution modifier (minimum of 2). [+1 Constitution]",scores:[0,0,1,0,0,0]},FeatsList["elemental adept"]={name:"Elemental Adept",source:[["P",166]],descriptionFull:"When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\n Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\n\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type.",description:"Choose one of the damage types: acid, cold, fire, lightning, or thunder. Spells I cast ignore resistance to damage from this damage type. For any spell I cast that deals this damage type, I can treat any 1 on a damage die as a 2.",prerequisite:"The ability to cast at least one spell",prereqeval:function(e){return e.isSpellcaster},allowDuplicates:!0,choices:["acid","cold","fire","lightning","thunder"],acid:{description:"Spells I cast ignore resistance to acid damage. For any spell I cast that deals acid damage, I can treat any 1 on a damage die as a 2."},cold:{description:"Spells I cast ignore resistance to cold damage. For any spell I cast that deals cold damage, I can treat any 1 on a damage die as a 2."},fire:{description:"Spells I cast ignore resistance to fire damage. For any spell I cast that deals fire damage, I can treat any 1 on a damage die as a 2."},lightning:{description:"Spells I cast ignore resistance to lightning damage. For any spell I cast that deals lightning damage, I can treat any 1 on a damage die as a 2."},thunder:{description:"Spells I cast ignore resistance to thunder damage. For any spell I cast that deals thunder damage, I can treat any 1 on a damage die as a 2."}},FeatsList["great weapon master"]={name:"Great Weapon Master",source:[["P",167]],descriptionFull:"You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:\n • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\n • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.",description:"If I score a critical hit or reduce a creature to 0 hit points with a melee weapon in my turn, I can make one melee weapon attack as a bonus action. With a heavy melee weapon, I can choose to take a -5 penalty on the attack roll for +10 on the attack's damage.",action:["bonus action"," (after crit or take-down)"],calcChanges:{atkCalc:[function(e,a,t){a.isMeleeWeapon&&/heavy/i.test(e.Description)&&/\bgwm\b|power.{0,3}attack|great.{0,3}weapon.{0,3}master/i.test(a.WeaponText)&&(t.extraDmg+=10,t.extraHit-=5)},"If I include the words 'Power Attack', 'Great Weapon Master', or just 'GWM' in a heavy melee weapon's name or description, the calculation will put a -5 penalty on the attack's To Hit and +10 on its Damage."]}},FeatsList.healer={name:"Healer",source:[["P",167]],descriptionFull:"You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:\n • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.\n • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.",description:"Using a healer's kit to stabilize someone gives them 1 hit point as well. As an action, I can spend one use of a healer's kit to restore 1d6 + 4 + (creature's HD) hit points. After that, the creature can't gain hit points from this feat again until it finishes a short rest.",action:["action"," (1d6+4+HD with healing kit)"]},FeatsList["heavily armored"]={name:"Heavily Armored",source:[["P",167]],descriptionFull:"You have trained to master the use of heavy armor, gaining the following benefits:\n • Increase your Strength score by 1, to a maximum of 20.\n • You gain proficiency with heavy armor.",description:"I gain proficiency with heavy armor. [+1 Strength]",prerequisite:"Proficiency with medium armor",prereqeval:function(e){return e.mediumArmorProf},scores:[1,0,0,0,0,0],armorProfs:[!1,!1,!0,!1]},FeatsList["heavy armor master"]={name:"Heavy Armor Master",source:[["P",167]],descriptionFull:"You can use your armor to deflect strikes that would kill others. You gain the following benefits:\n • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.",description:"While wearing heavy armor, bludgeoning, piercing, and slashing damage taken from nonmagical weapons is reduced by 3. [+1 Strength]",prerequisite:"Proficiency with heavy armor",prereqeval:function(e){return e.heavyArmorProf},scores:[1,0,0,0,0,0]},FeatsList["inspiring leader"]={name:"Inspiring Leader",source:[["P",167]],descriptionFull:"You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.",calculate:"event.value = 'I can spend 10 minutes inspiring up to 6 friendly creatures within 30 feet who can see or hear and can understand me. Each gains lvl (' + What('Character Level') + ') + Cha mod (' + What('Cha Mod') + \") temporary hit points. One can't gain temporary hit points from this feat again until after a short rest.\";",prerequisite:"Charisma 13 or higher",prereqeval:function(e){return 13<=What("Cha")}},FeatsList["keen mind"]={name:"Keen Mind",source:[["P",167]],descriptionFull:"You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:\n • Increase your Intelligence score by 1, to a maximum of 20.\n • You always know which way is north.\n • You always know the number of hours left before the next sunrise or sunset.\n • You can accurately recall anything you have seen or heard within the past month.",description:"I always know which way is north and the number of hours left before the next sunrise or sunset. I can accurately recall anything I have seen or heard within the past month. [+1 Intelligence]",scores:[0,0,0,1,0,0]},FeatsList["lightly armored"]={name:"Lightly Armored",source:[["P",167]],descriptionFull:"You have trained to master the use of light armor, gaining the following benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of 20.\n • You gain proficiency with light armor.",description:"I gain proficiency with light armor. [+1 Strength or Dexterity]",scorestxt:"+1 Strength or Dexterity",armorProfs:[!0,!1,!1,!1]},FeatsList.linguist={name:"Linguist",source:[["P",167]],descriptionFull:"You have studied languages and codes, gaining the following benefits:\n • Increase your Intelligence score by 1, to a maximum of 20.\n • You learn three languages of your choice.\n • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.",calculate:"event.value = \"I can ably create written ciphers that others can't decipher unless I teach them, they succeed on an Intelligence check DC \" + (Number(What('Int')) + Number(How('Proficiency Bonus'))) + ' (Intelligence score + proficiency bonus), or they use magic to decipher it. I learn three languages of my choice. [+1 Intelligence]';",scores:[0,0,0,1,0,0],languageProfs:[3]},FeatsList.lucky={name:"Lucky",source:[["P",167]],descriptionFull:"You have inexplicable luck that seems to kick in at just the right moment.\n You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\n You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.\n You regain your expended luck points when you finish a long rest.",description:"Use one of three luck points to roll an extra d20 for attacking, being attacked, an ability check, or a saving throw before the outcome is determined. If more than one creature uses luck, no extra dice are rolled. I regain expended luck points when I finish a long rest.",usages:3,recovery:"long rest",additional:"attack/check/save"},FeatsList["mage slayer"]={name:"Mage Slayer",source:[["P",168]],descriptionFull:"You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:\n • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\n • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\n • You have advantage on saving throws against spells cast by creatures within 5 feet of you.",description:"As a reaction, I can make a melee weapon attack on a creature within 5 ft of me that casts a spell. Concentration checks from damage from me are made with disadvantage. I have advantage on saving throws against spells cast by creatures within 5 feet of me.",savetxt:{adv_vs:["spells cast within 5 ft"]},action:["reaction","Melee weapon attack (if spell cast in 5 ft)"]},FeatsList["magic initiate"]={name:"Magic Initiate",source:[["P",168]],descriptionFull:"Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.\n In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.\n Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.",description:"Select a spellcasting class using the square button on this feat line. I learn two cantrips and one 1st-level spell of my choice from that class' spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot.",choices:["Bard","Cleric","Druid","Sorcerer","Warlock","Wizard"],bard:{description:"I learn two cantrips and one 1st-level spell of my choice from the bard's spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm a bard, I can also cast the 1st-level spell by expending a spell slot as normal. Charisma is my spellcasting ability for these spells.",spellcastingBonus:[{name:"Bard cantrip",spellcastingAbility:6,class:"bard",level:[0,0],firstCol:"atwill",times:2},{name:"Bard 1st-level spell",class:"bard",level:[1,1],firstCol:"oncelr"}]},cleric:{description:"I learn two cantrips and one 1st-level spell of my choice from the cleric's spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm a cleric, I can also cast the 1st-level spell by expending a spell slot as normal. Wisdom is my spellcasting ability for these spells.",spellcastingBonus:[{name:"Cleric cantrip",spellcastingAbility:5,class:"cleric",level:[0,0],firstCol:"atwill",times:2},{name:"Cleric 1st-level spell",class:"cleric",level:[1,1],firstCol:"oncelr"}]},druid:{description:"I learn two cantrips and one 1st-level spell of my choice from the druid's spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm a druid, I can also cast the 1st-level spell by expending a spell slot as normal. Wisdom is my spellcasting ability for these spells.",spellcastingBonus:[{name:"Druid cantrip",spellcastingAbility:5,class:"druid",level:[0,0],firstCol:"atwill",times:2},{name:"Druid 1st-level spell",class:"druid",level:[1,1],firstCol:"oncelr"}]},sorcerer:{description:"I learn two cantrips and one 1st-level spell of my choice from the sorcerer's spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm a sorcerer, I can also cast the 1st-level spell by expending a spell slot as normal. Charisma is my spellcasting ability for these spells.",spellcastingBonus:[{name:"Sorcerer cantrip",spellcastingAbility:6,class:"sorcerer",level:[0,0],firstCol:"atwill",times:2},{name:"Sorcerer 1st-level spell",class:"sorcerer",level:[1,1],firstCol:"oncelr"}]},warlock:{description:"I learn two cantrips and one 1st-level spell of my choice from the warlock's spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm a warlock, I can also cast the 1st-level spell by expending a spell slot as normal. Charisma is my spellcasting ability for these spells.",spellcastingBonus:[{name:"Warlock cantrip",spellcastingAbility:6,class:"warlock",level:[0,0],firstCol:"atwill",times:2},{name:"Warlock 1st-level spell",class:"warlock",level:[1,1],firstCol:"oncelr"}]},wizard:{description:"I learn two cantrips and one 1st-level spell of my choice from the wizard's spell list. I can cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm a wizard, I can also cast the 1st-level spell by expending a spell slot as normal. Intelligence is my spellcasting ability for these spells.",spellcastingBonus:[{name:"Wizard cantrip",spellcastingAbility:4,class:"wizard",level:[0,0],firstCol:"atwill",times:2},{name:"Wizard 1st-level spell",class:"wizard",level:[1,1],firstCol:"oncelr"}]}},FeatsList["martial adept"]={name:"Martial Adept",source:[["P",168]],descriptionFull:"You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:\n • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.",description:"",calculate:"event.value = 'I learn two maneuvers of my choice from those available to the Battle Master (2nd page \"Choose Feature\" button). The saving throw DC for this is ' + (8 + Number(How('Proficiency Bonus')) + Math.max(Number(What('Str Mod')), Number(What('Dex Mod')))) + ' (8 + proficiency bonus + Str/Dex mod). I gain one superiority die (d6), which I regain when I finish a short rest.';",bonusClassExtrachoices:[{class:"fighter",subclass:"fighter-battle master",feature:"subclassfeature3.1",bonus:2}],extraLimitedFeatures:[{name:"Combat Superiority",usages:1,additional:"d6",recovery:"short rest",addToExisting:!0}]},FeatsList["medium armor master"]={name:"Medium Armor Master",source:[["P",168]],descriptionFull:"You have practiced moving in medium armor to gain the following benefits:\n • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.\n • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.",description:"Wearing medium armor doesn't impose disadvantage on my Dexterity (Stealth) checks. When I wear medium armor, I can add up to 3, rather than 2, to my AC if my Dexterity is 16 or higher.",prerequisite:"Proficiency with medium armor",prereqeval:function(e){return e.mediumArmorProf},eval:function(){Value("Medium Armor Max Mod",3),ApplyArmor(What("AC Armor Description"))},removeeval:function(){tDoc.resetForm(["Medium Armor Max Mod"]),ApplyArmor(What("AC Armor Description"))}},FeatsList.mobile={name:"Mobile",source:[["P",168]],descriptionFull:"You are exceptionally speedy and agile. You gain the following benefits:\n • Your speed increases by 10 feet.\n • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.\n • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.",description:"When I use the Dash action, difficult terrain doesn't cost me extra movement that turn. When I make a melee attack against a creature, I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not. [+10 ft speed]",speed:{allModes:"+10"}},FeatsList["moderately armored"]={name:"Moderately Armored",source:[["P",168]],descriptionFull:"You have trained to master the use of medium armor and shields, gaining the following benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of 20.\n • You gain proficiency with medium armor and shields.",description:"I gain proficiency with medium armor and shields. [+1 Strength or Dexterity]",prerequisite:"Proficiency with light armor",prereqeval:function(e){return e.lightArmorProf},scorestxt:"+1 Strength or Dexterity",armorProfs:[!1,!0,!1,!0]},FeatsList["mounted combatant"]={name:"Mounted Combatant",source:[["P",168]],descriptionFull:"You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:\n • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\n • You can force an attack targeted at your mount to target you instead.\n • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",description:"I have advantage on melee attack rolls against unmounted creatures smaller than my mount. I can force attacks targeting my mount to target me instead. When a Dex save would halve damage, my mount takes no damage on success and half damage on failure."},FeatsList.observant={name:"Observant",source:[["P",168]],descriptionFull:"Quick to notice details of your environment, you gain the following benefits:\n • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.\n • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.\n • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.",description:"If I can see a creature's mouth while it is speaking a language I understand, I can interpret what it's saying by reading its lips. I have a +5 bonus to passive Wisdom (Perception) and passive Intelligence (Investigation) scores. [+1 Intelligence or Wisdom]",scorestxt:"+1 Intelligence or Wisdom",addMod:{type:"skill",field:"passive perception",mod:5,text:"I have a +5 bonus to passive Wisdom (Perception)."}},FeatsList["polearm master"]={name:"Polearm Master",source:[["P",168]],descriptionFull:"You can keep your enemies at bay with reach weapons. You gain the following benefits:\n • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.\n • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.",description:"As a bonus action when I do the Attack action with a glaive/"+(typePF?" ":"")+"halberd/quarterstaff/spear, I can make a 1d4 bludgeoning attack with its butt end."+(typePF?"\n":" ")+"While wielding a glaive/halberd/"+(typePF?"":" ")+"pike/quarterstaff/spear, I get an opportunity attack when a creature enters my reach.",weaponOptions:{regExpSearch:/^(?=.*(polearm|(glaive|guandao|bisento|naginata)|(halberd|\bji\b|kamayari)|(quarterstaff|\bstaff\b|\bbo\b)|(spear|qiang|\byaris?\b)))(?=.*butt)(?=.*end).*$/i,name:"Polearm butt end",source:[["P",168]],ability:1,type:"polearm butt end",damage:[1,4,"bludgeoning"],range:"Melee",description:"As bonus action after Attack action with only a glaive, halberd, spear, or quarterstaff",abilitytodamage:!0},weaponsAdd:["Polearm Butt End"],action:["bonus action","Butt End Attack (after attack with polearm)"],weaponProfs:[!1,!1,["polearm butt end"]]},FeatsList.resilient={name:"Resilient",source:[["P",168]],descriptionFull:"Choose one ability score. You gain the following benefits:\n • Increase the chosen ability score by 1, to a maximum of 20.\n • You gain proficiency in saving throws using the chosen ability.",description:"Select an ability score using the square button on this feat line. I gain proficiency with the saving throw of that ability score and a +1 added to it.",choices:["Strength","Dexterity","Constitution","Intelligence","Wisdom","Charisma"],strength:{description:"I gain proficiency with Strength saving throws. [+1 Strength]",scores:[1,0,0,0,0,0],saves:["Str"]},dexterity:{description:"I gain proficiency with Dexterity saving throws. [+1 Dexterity]",scores:[0,1,0,0,0,0],saves:["Dex"]},constitution:{description:"I gain proficiency with Constitution saving throws. [+1 Constitution]",scores:[0,0,1,0,0,0],saves:["Con"]},intelligence:{description:"I gain proficiency with Intelligence saving throws. [+1 Intelligence]",scores:[0,0,0,1,0,0],saves:["Int"]},wisdom:{description:"I gain proficiency with Wisdom saving throws. [+1 Wisdom]",scores:[0,0,0,0,1,0],saves:["Wis"]},charisma:{description:"I gain proficiency with Charisma saving throws. [+1 Charisma]",scores:[0,0,0,0,0,1],saves:["Cha"]}},FeatsList["ritual caster"]={name:"Ritual Caster",source:[["P",169]],descriptionFull:"You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\n When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\n If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.",description:"Select a spellcasting class using the square button on this feat line. I gain a book with two 1st-level ritual spells from that class' spell list. I can transcribe more ritual spells into this book and cast them as rituals only.",prerequisite:"Intelligence or Wisdom 13 or higher",prereqeval:function(e){return 13<=What("Int")||13<=What("Wis")},commoneval:function(e,a){e&&(CurrentSpells["ritual caster "+e]={name:"Ritual Book ["+e.capitalize()+"]",ability:a,list:{class:e,ritual:!0},known:{spells:"book"},refType:"feat"},SetStringifieds("spells"),CurrentUpdates.types.push("spells"))},commonremoveeval:function(e){e&&(delete CurrentSpells["ritual caster "+e],SetStringifieds("spells"),CurrentUpdates.types.push("spells"))},calcChanges:{spellAdd:[function(e,a,t){if(!a.ritualCasterFeatChange&&-1!==t.indexOf("ritual caster "))return a.ritualCasterFeatChange=!0,a.firstCol="(R)",/.*(\d+ ?h\b|special|see b).*/i.test(a.time)||(t=Number(a.time.replace(/(\d+) ?min.*/,"$1")),isNaN(t)&&(t=0),a.time=t+10+" min"),!0},"By the Ritual Caster feat, I can cast ritual spells from my Ritual Book. Casting a spell as a ritual means adding 10 minutes to its casting time."]},choices:["Bard","Cleric","Druid","Sorcerer","Warlock","Wizard"],bard:{description:"I can cast spells in my ritual book as rituals only. I gain two 1st-level ritual bard spells.\nI can copy ritual bard spells that I find into my book if they are not more than half my level (2 hours and 50 gp per spell level). Charisma is my spellcasting ability for these.",eval:function(e,a){FeatsList["ritual caster"].commoneval(a[1],6)},removeeval:function(e,a){FeatsList["ritual caster"].commonremoveeval(a[0])}},cleric:{description:"I can cast spells in my ritual book as rituals only. I gain two 1st-level ritual cleric spells.\nI can copy ritual cleric spells that I find into my book if they are not more than half my level (2 hours and 50 gp per spell level). Wisdom is my spellcasting ability for these.",eval:function(e,a){FeatsList["ritual caster"].commoneval(a[1],5)},removeeval:function(e,a){FeatsList["ritual caster"].commonremoveeval(a[0])}},druid:{description:"I can cast spells in my ritual book as rituals only. I gain two 1st-level ritual druid spells.\nI can copy ritual druid spells that I find into my book if they are not more than half my level (2 hours and 50 gp per spell level). Wisdom is my spellcasting ability for these.",eval:function(e,a){FeatsList["ritual caster"].commoneval(a[1],5)},removeeval:function(e,a){FeatsList["ritual caster"].commonremoveeval(a[0])}},sorcerer:{description:"I can cast spells in my ritual book as rituals only. I gain two 1st-level ritual sorcerer spells.\nI can copy ritual sorcerer spells that I find into my book if they are not more than half my level (2 hours and 50 gp per spell level). Charisma is my spellcasting ability for these.",eval:function(e,a){FeatsList["ritual caster"].commoneval(a[1],6)},removeeval:function(e,a){FeatsList["ritual caster"].commonremoveeval(a[0])}},warlock:{description:"I can cast spells in my ritual book as rituals only. I gain two 1st-level ritual warlock spells.\nI can copy ritual warlock spells that I find into my book if they are not more than half my level (2 hours and 50 gp per spell level). Charisma is my spellcasting ability for these.",eval:function(e,a){FeatsList["ritual caster"].commoneval(a[1],6)},removeeval:function(e,a){FeatsList["ritual caster"].commonremoveeval(a[0])}},wizard:{description:"I can cast spells in my ritual book as rituals only. I gain two 1st-level ritual wizard spells.\nI can copy ritual wizard spells that I find into my book if they are not more than half my level (2 hours and 50 gp per spell level). Intelligence is my spellcasting ability for these.",eval:function(e,a){FeatsList["ritual caster"].commoneval(a[1],4)},removeeval:function(e,a){FeatsList["ritual caster"].commonremoveeval(a[0])}}},FeatsList["savage attacker"]={name:"Savage Attacker",source:[["P",169]],descriptionFull:"Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.",description:"Once per turn, when I roll damage for a melee weapon attack, I can reroll the weapon's damage dice and use either total."},FeatsList.sentinel={name:"Sentinel",source:[["P",169]],descriptionFull:"You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:\n • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.\n • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\n • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.",description:"Creatures I hit with opportunity attacks have 0 speed for this turn. The Disengage action doesn't work on me. When a creature within 5 ft makes an attack against a target other than me, I can use my reaction to make a melee weapon attack against the attacker.",action:["reaction"," (after attack on ally)"]},FeatsList.sharpshooter={name:"Sharpshooter",source:[["P",170]],descriptionFull:"You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:\n • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\n • Your ranged weapon attacks ignore half cover and three-quarters cover.\n • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.",description:"My ranged weapon attacks don't have disadvantage on long range and ignore half cover and three-quarters cover. With a ranged weapon that I am proficient with, I can choose to take a -5 penalty on the attack roll for +10 on the attack's damage.",calcChanges:{atkAdd:[function(e,a){(a.isRangedWeapon||a.isThrownWeapon)&&(e.Description+=(e.Description?"; ":"")+"No disadv. at long range; Ignore ½ and ¾ cover")},"My ranged weapon attacks suffer no disadvantage for long range and ignore half cover and three-quarters cover. This includes thrown weapons.\n • If I include the words 'Power Attack', 'Sharpshooter', or 'Sharpshot' in the name or description of a ranged weapon that I'm proficient with, the calculation will put a -5 penalty on the attack's To Hit and a +10 bonus to its Damage. This does not work with thrown weapons."],atkCalc:[function(e,a,t){a.isRangedWeapon&&e.Proficiency&&/power.{0,3}attack|sharp.{0,3}shoo?t/i.test(a.WeaponText)&&(t.extraDmg+=10,t.extraHit-=5)},""]}},FeatsList["shield master"]={name:"Shield Master",source:[["P",170]],descriptionFull:"You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:\n • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\n • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\n • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.",description:"As a bonus action, when I use the Attack action, I can shove someone within 5 ft with my shield. I add my shield's AC bonus to Dex saves vs. effects targeting only me. As a reaction, if I succeed on a Dex save for half damage, I can interpose my shield to avoid the damage.",action:[["bonus action","Shove with shield (with Attack action)"],["reaction","Interpose shield (if Dex save half dmg)"]]},FeatsList.skilled={name:"Skilled",source:[["P",170]],descriptionFull:"You gain proficiency in any combination of three skills or tools of your choice.",description:"I gain proficiency with any combination of three skills or tools of my choice.",skillstxt:"Choose three skills or tools"},FeatsList.skulker={name:"Skulker",source:[["P",170]],descriptionFull:"You are expert at slinking through shadows. You gain the following benefits:\n • You can try to hide when you are lightly obscured from the creature from which you are hiding.\n • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\n • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.",description:"I can try to hide when I am lightly obscured. My position is not revealed when I am hidden from a creature and miss it with a ranged weapon attack. Dim light doesn't impose disadvantage on my Wisdom (Perception) checks relying on sight.",prerequisite:"Dexterity 13 or higher",prereqeval:function(e){return 13<=What("Dex")},vision:[["No disadv. on Perception in dim light",0]]},FeatsList["spell sniper"]={name:"Spell Sniper",source:[["P",170]],descriptionFull:"You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:\n • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.\n • Your ranged spell attacks ignore half cover and three-quarters cover.\n • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.",description:"Select a spellcasting class using the square button on this feat line. I learn one cantrip requiring an attack roll from the spell list of the chosen class. Any spell I cast requiring an attack roll has its range doubled and ignores half and 3/4 cover.",prerequisite:"The ability to cast at least one spell",prereqeval:function(e){return e.isSpellcaster},calcChanges:{atkAdd:[function(t,e){var a,n;!e.spellSniper&&!e.isDC&&e.isSpell&&/\d+ ?(f.{0,2}t|m)/i.test(t.Range)&&(e.spellSniper=!0,a=t.Range.match(/\d+([.,]\d+)?/g),n=t.Range.split(RegExp(a.join("|"))),t.Range="",a.forEach(function(e,a){t.Range+=(n[a]||"")+parseFloat(2*e.toString().replace(",","."))}),n.length>a.length&&(t.Range+=n[n.length-1]),e.rangeM?e.rangeM*=2:e.rangeM=2)},"My spells and cantrips that require an attack roll have their range doubled.",700],spellAdd:[function(e,t,a){var n,i;if(!t.spellSniper&&!t.psionic&&/spell attack/i.test(t.description+t.descriptionFull)&&/^(?!.*(S:|rad|touch|self|cone|cube)).*\d+([.,]\d+)?[\- ]?(f.{0,2}t|m).*$/i.test(t.range))return t.spellSniper=!0,n=t.range.match(/\d+([.,]\d+)?/g),i=t.range.split(RegExp(n.join("|"))),t.range="",n.forEach(function(e,a){t.range+=(i[a]||"")+parseFloat(2*e.toString().replace(",","."))}),i.length>n.length&&(t.range+=i[i.length-1]),t.rangeM?t.rangeM*=2:t.rangeM=2,!0},"My spells and cantrips that require an attack roll have their range doubled.",700]},choices:["Bard","Cleric","Druid","Sorcerer","Warlock","Wizard"],bard:{description:"Any spell that I cast that requires an attack roll has its range doubled. My ranged spell attacks ignore half cover and three-quarters cover. I learn one bard cantrip that requires an attack roll. Charisma is my spellcasting ability for this.",spellcastingBonus:{name:"Spell Attack Cantrip",spellcastingAbility:6,class:"bard",level:[0,0],attackOnly:!0,firstCol:"atwill"}},cleric:{description:"Any spell that I cast that requires an attack roll has its range doubled. My ranged spell attacks ignore half cover and three-quarters cover. I learn one cleric cantrip that requires an attack roll. Wisdom is my spellcasting ability for this.",spellcastingBonus:{name:"Spell Attack Cantrip",spellcastingAbility:5,class:"cleric",level:[0,0],attackOnly:!0,firstCol:"atwill"}},druid:{description:"Any spell that I cast that requires an attack roll has its range doubled. My ranged spell attacks ignore half cover and three-quarters cover. I learn one druid cantrip that requires an attack roll. Wisdom is my spellcasting ability for this.",spellcastingBonus:{name:"Spell Attack Cantrip",spellcastingAbility:5,class:"druid",level:[0,0],attackOnly:!0,firstCol:"atwill"}},sorcerer:{description:"Any spell that I cast that requires an attack roll has its range doubled. My ranged spell attacks ignore half cover and three-quarters cover. I learn one sorcerer cantrip that requires an attack roll. Charisma is my spellcasting ability for this.",spellcastingBonus:{name:"Spell Attack Cantrip",spellcastingAbility:6,class:"sorcerer",level:[0,0],attackOnly:!0,firstCol:"atwill"}},warlock:{description:"Any spell that I cast that requires an attack roll has its range doubled. My ranged spell attacks ignore half cover and three-quarters cover. I learn one warlock cantrip that requires an attack roll. Charisma is my spellcasting ability for this.",spellcastingBonus:{name:"Spell Attack Cantrip",spellcastingAbility:6,class:"warlock",level:[0,0],attackOnly:!0,firstCol:"atwill"}},wizard:{description:"Any spell that I cast that requires an attack roll has its range doubled. My ranged spell attacks ignore half cover and three-quarters cover. I learn one wizard cantrip that requires an attack roll. Intelligence is my spellcasting ability for this.",spellcastingBonus:{name:"Spell Attack Cantrip",spellcastingAbility:4,class:"wizard",level:[0,0],attackOnly:!0,firstCol:"atwill"}}},FeatsList["tavern brawler"]={name:"Tavern Brawler",source:[["P",170]],descriptionFull:"Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:\n • Increase your Strength or Constitution score by 1, to a maximum of 20.\n • You are proficient with improvised weapons.\n • Your unarmed strike uses a d4 for damage.\n • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.",description:"I am proficient with improvised weapons. My unarmed strike does 1d4 damage. When I hit a creature with an unarmed strike or improvised weapon on my turn, I can attempt to grapple the target as a bonus action. [+1 Strength or Constitution]",scorestxt:"+1 Strength or Constitution",action:["bonus action","Grapple (on hit with unarmed/improv.)"],weaponProfs:[!1,!1,["Improvised weapons"]],calcChanges:{atkAdd:[function(e,a){("unarmed strike"==a.baseWeaponName||/improvised/i.test(a.WeaponName+a.baseWeaponName)||/improvised weapon/i.test(a.theWea.type))&&(e.Proficiency=!0,a.isMeleeWeapon)&&(e.Description+=(e.Description?"; ":"")+"After hit, can attempt to grapple as a bonus action"),"unarmed strike"==a.baseWeaponName&&1==e.Damage_Die&&(e.Damage_Die="1d4")},"My unarmed strikes deal 1d4 damage instead of 1.\n • After hitting a creature with an unarmed strike or improvised weapon in melee, I can attempt to start a grapple as a bonus action."]}},FeatsList.tough={name:"Tough",source:[["P",170]],descriptionFull:"Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.",description:"My hit point maximum increases by an amount equal to twice my character level.",calcChanges:{hp:function(e){return[2*e,"\n + "+e+" × 2 from the Tough feat ("+2*e+")",!0]}}},FeatsList["war caster"]={name:"War Caster",source:[["P",170]],prerequisite:"The ability to cast at least one spell",prereqeval:function(e){return e.isSpellcaster},descriptionFull:"You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:\n • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\n • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\n • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.",description:"Advantage on Con saves to maintain concentration on spells when damaged. Perform somatic components even when holding weapons or shield in one or both hands. Cast spell of 1 action casting time that targets only one creature instead of an opportunity attack.",action:["reaction"," - Opportunity Spell"],savetxt:{text:"Adv. on Con (Concentration) saves when damaged"}},FeatsList["weapon master"]={name:"Weapon Master",source:[["P",170]],descriptionFull:"You have practiced extensively with a variety of weapons, gaining the following benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of 20.\n • You gain proficiency with four simple or martial weapons of your choice.",description:"I gain proficiency with four simple or martial weapons of my choice.\n[+1 Strength or Dexterity]",scorestxt:"+1 Strength or Dexterity"},WeaponsList["thorn whip"]={regExpSearch:/^(?=.*thorn)(?=.*whip).*$/i,name:"Thorn Whip",source:[["P",282]],list:"spell",ability:5,type:"Cantrip",damage:["C",6,"piercing"],range:"Melee, 30 ft",description:"Melee spell attack, pull target up to 10 ft closer",abilitytodamage:!1},SpellsList["arcane gate"]={name:"Arcane Gate",classes:["sorcerer","warlock","wizard"],source:[["P",214]],level:6,school:"Conj",time:"1 a",range:"500 ft",components:"V,S",duration:"Conc, 10 min",description:"Two portals, up to 500 ft apart, teleport any to other side; portals are filled with opaque mist",descriptionFull:"You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other, passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction."},SpellsList["armor of agathys"]={name:"Armor of Agathys",classes:["warlock"],source:[["P",215]],level:1,school:"Abjur",time:"1 a",range:"Self",components:"V,S,M",compMaterial:"A cup of water",duration:"1 h",description:"5+5/SL temp HP; as long as temp HP last any crea that hits in melee takes 5+5/SL Cold dmg",descriptionFull:"A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage."+AtHigherLevels+"When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st."},SpellsList["arms of hadar"]={name:"Arms of Hadar",classes:["warlock"],source:[["P",215]],level:1,school:"Conj",time:"1 a",range:"S:10-ft rad",components:"V,S",duration:"Instantaneous",save:"Str",description:"2d6+1d6/SL Necrotic dmg; save halves; on failed save no reactions until next turn",descriptionFull:"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect."+AtHigherLevels+"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."},SpellsList["aura of life"]={name:"Aura of Life",classes:["paladin"],source:[["P",216]],level:4,school:"Abjur",time:"1 a",range:"S:30-ft rad",components:"V",duration:"Conc, 10 min",description:"Me + any crea while in area Necrotic dmg resist.; at turn start, 0 HP living in area heal 1 HP",descriptionFull:"Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points."},SpellsList["aura of purity"]={name:"Aura of Purity",classes:["paladin"],source:[["P",216]],level:4,school:"Abjur",time:"1 a",range:"S:30-ft rad",components:"V",duration:"Conc, 10 min",description:"Me + any crea while in area Poison dmg resist., immune to disease, adv. on saves vs. conditions",descriptionFull:"Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions - blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned."},SpellsList["aura of vitality"]={name:"Aura of Vitality",classes:["paladin"],source:[["P",216]],level:3,school:"Evoc",time:"1 a",range:"S:30-ft rad",components:"V",duration:"Conc, 1 min",description:"As a bonus action for the duration, I can heal 2d6 HP to 1 creature in range (can be me)",descriptionFull:"Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points."},SpellsList["banishing smite"]={name:"Banishing Smite",classes:["paladin"],source:[["P",216]],level:5,school:"Abjur",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",description:"Next weapon hit +5d10 Force dmg; if this brings target HP<50, I banish it until spell ends",descriptionFull:"The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the tart reappears in the space it left or in the nearest unoccupied space if that space is occupied."},SpellsList["beast sense"]={name:"Beast Sense",classes:["druid","ranger"],source:[["P",217]],ritual:!0,level:2,school:"Div",time:"1 a",range:"Touch",components:"S",duration:"Conc, 1 h",description:"Use 1 willing beast's senses; I'm blinded and deafened while doing so",descriptionFull:"You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses."},SpellsList["blade ward"]={name:"Blade Ward",classes:["bard","sorcerer","warlock","wizard"],source:[["P",218]],level:0,school:"Abjur",time:"1 a",range:"Self",components:"V,S",duration:"1 rnd",description:"Until the end of my next turn, Bludgeoning, Piercing, and Slashing dmg resist. vs. weapons",descriptionFull:"You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks."},SpellsList["blinding smite"]={name:"Blinding Smite",classes:["paladin"],source:[["P",219]],level:3,school:"Evoc",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Con",description:"Next melee weapon hit +3d8 Radiant dmg; save or blinded; extra save at end of every turn",descriptionFull:"The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\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."},SpellsList["chromatic orb"]={name:"Chromatic Orb",classes:["sorcerer","wizard"],source:[["P",221]],level:1,school:"Evoc",time:"1 a",range:"90 ft",components:"V,S,Mƒ",compMaterial:"A diamond worth at least 50 gp",duration:"Instantaneous",description:"Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp)",descriptionFull:"You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose."+AtHigherLevels+"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.",dynamicDamageBonus:{multipleDmgTypes:{dmgTypes:["acid","cold","fire","lightning","poison","thunder"],inDescriptionAs:"Acid, Cold, Fire, Lightning, Poison or Thunder"}}},SpellsList["circle of power"]={name:"Circle of Power",classes:["paladin"],source:[["P",221]],level:5,school:"Abjur",time:"1 a",range:"S:30-ft rad",components:"V",duration:"Conc, 10 min",description:"Any crea while in area adv. on saves vs. magical effects; if save would half dmg it takes no dmg",descriptionFull:"Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw."},SpellsList["cloud of daggers"]={name:"Cloud of Daggers",classes:["bard","sorcerer","warlock","wizard"],source:[["P",222]],level:2,school:"Conj",time:"1 a",range:"60 ft",components:"V,S,M",compMaterial:"A sliver of glass",duration:"Conc, 1 min",description:"5-ft cube 4d4+2d4/SL Slashing dmg to all that enter or start turn in area",descriptionFull:"You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there."+AtHigherLevels+"when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd."},SpellsList["compelled duel"]={name:"Compelled Duel",classes:["paladin"],source:[["P",224]],level:1,school:"Ench",time:"1 bns",range:"30 ft",components:"V",duration:"Conc, 1 min",save:"Wis",description:"1 crea save or dis. on attacks vs. not-me and save if moving more than 30 ft away",descriptionFull:"You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.\n The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target."},SpellsList["conjure barrage"]={name:"Conjure Barrage",classes:["ranger"],source:[["P",225]],level:3,school:"Conj",time:"1 a",range:"S:60"+(typePF?"-":"")+"ft cone",components:"V,S,M",compMaterial:"One piece of ammunition or a thrown weapon",duration:"Instantaneous",save:"Dex",description:"Throw weapon or ammo; copies rain down for 3d8 dmg; dmg type as weapon; save halves",descriptionFull:"You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component."},SpellsList["conjure volley"]={name:"Conjure Volley",classes:["ranger"],source:[["P",226]],level:5,school:"Conj",time:"1 a",range:"150 ft",components:"V,S,M",compMaterial:"One piece of ammunition or one thrown weapon",duration:"Instantaneous",save:"Dex",description:"Turn ammo/thrown wea into volley; 40-ft rad 20-ft high 8d8 dmg; dmg type as weapon; save halves",descriptionFull:"You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon."},SpellsList["cordon of arrows"]={name:"Cordon of Arrows",classes:["ranger"],source:[["P",228]],level:2,school:"Trans",time:"1 a",range:"5 ft",components:"V,S,M",compMaterial:"Four or more arrows or bolts",duration:"8 h",save:"Dex",description:"4+2/SL arrows/bolts attack first crea in 30 ft one at a time for 1d6 Piercing dmg; save halves",descriptionFull:"You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\n When you cast this spell, you can designate any creatures you choose, and the spell ignores them."+AtHigherLevels+"When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd."},SpellsList["crown of madness"]={name:"Crown of Madness",classes:["bard","sorcerer","warlock","wizard"],source:[["P",229]],level:2,school:"Ench",time:"1 a",range:"120 ft",components:"V,S",duration:"Conc, 1 min",save:"Wis",description:"1 humanoid save or charmed and must melee attack against crea chosen by me; extra save/rnd",descriptionFull:"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\n The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\n On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends."},SpellsList["crusader's mantle"]={name:"Crusader's Mantle",classes:["paladin"],source:[["P",230]],level:3,school:"Evoc",time:"1 a",range:"S:30-ft rad",components:"V",duration:"Conc, 1 min",description:"Me and allies in range deal extra 1d4 Radiant dmg with weapon attacks",descriptionFull:"Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack."},SpellsList["destructive wave"]={name:"Destructive Wave",classes:["paladin"],source:[["P",231]],level:5,school:"Evoc",time:"1 a",range:"S:30-ft rad",components:"V",duration:"Instantaneous",save:"Con",description:"Any crea 5d6 Thunder dmg & 5d6 Radiant or Necrotic dmg & knocked prone; save halves, not prone",descriptionShorter:"Any crea 5d6 Thunder dmg & 5d6 Radiant or Necrotic dmg & prone; save half, not prone",descriptionFull:"You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.",dynamicDamageBonus:{allDmgTypesSingleMoment:!0,multipleDmgTypes:{dmgTypes:["radiant","necrotic"],inDescriptionAs:"Radiant or Necrotic"}}},SpellsList["dissonant whispers"]={name:"Dissonant Whispers",classes:["bard"],source:[["P",234]],level:1,school:"Ench",time:"1 a",range:"60 ft",components:"V",duration:"Instantaneous",save:"Wis",description:"1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune",descriptionFull:"You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save."+AtHigherLevels+"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."},SpellsList["elemental weapon"]={name:"Elemental Weapon",classes:["artificer","paladin"],source:[["P",237]],level:3,school:"Trans",time:"1 a",range:"Touch",components:"V,S",duration:"Conc, 1 h",description:"+1 magical weapon; +1d4 Acid, Cold, Fire, Lightning, or Thunder dmg; SL5: +2/+2d4, SL7: +3/+3d4",descriptionShorter:"+1 wea; +1d4 Acid/Cold/Fire/Lightning/Thunder dmg; SL5: +2/+2d4, SL7: +3/+3d4",descriptionFull:"A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits."+AtHigherLevels+"When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.",dynamicDamageBonus:{multipleDmgTypes:{dmgTypes:["acid","cold","fire","lightning","thunder"],inDescriptionAs:"Acid, Cold, Fire, Lightning, or Thunder|Acid/Cold/Fire/Lightning/Thunder"}}},SpellsList["ensnaring strike"]={name:"Ensnaring Strike",classes:["ranger"],source:[["P",237]],level:1,school:"Conj",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Str",description:"Next crea hit save (Large adv.) or restrained, 1d6+1d6/SL Piercing dmg/rnd; Str check to escape",descriptionShorter:"Next crea hit save (Large adv.) or restrained, 1d6+1d6/SL Piercing dmg/rnd; Str chk escape",descriptionFull:"The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\n While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed."+AtHigherLevels+"If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st."},SpellsList["feign death"]={name:"Feign Death",classes:["bard","cleric","druid","wizard"],source:[["P",240]],ritual:!0,level:3,school:"Necro",time:"1 a",range:"Touch",components:"V,S,M",compMaterial:"A pinch of graveyard dirt",duration:"1 h (D)",description:"Willing creature appears dead; it is blinded, incapacitated, has dmg resist. all but Psychic, and speed 0",descriptionFull:"You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends."},SpellsList.friends={name:"Friends",classes:["bard","sorcerer","warlock","wizard"],source:[["P",244]],level:0,school:"Ench",time:"1 a",range:"Self",components:"S,M",compMaterial:"A small amount of makeup applied to the face as this spell is cast",duration:"Conc, 1 min",description:"Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile",descriptionFull:"For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it."},SpellsList["grasping vine"]={name:"Grasping Vine",classes:["druid","ranger"],source:[["P",246]],level:4,school:"Conj",time:"1 bns",range:"30 ft",components:"V,S",duration:"Conc, 1 min",save:"Dex",description:"Conjure vine with 30 ft reach; bns a to direct to 1 crea save or pulled 20 ft to vine",descriptionFull:"You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\n Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns."},SpellsList["hail of thorns"]={name:"Hail of Thorns",classes:["ranger"],source:[["P",249]],level:1,school:"Conj",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Dex",description:"Next ranged weapon hit, all within 5 ft of target 1d10+1d10/SL Piercing dmg; save halves",descriptionFull:"The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one."+AtHigherLevels+"If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).",dynamicDamageBonus:{multipleDmgMoments:!1}},SpellsList.hex={name:"Hex",classes:["warlock"],source:[["P",251]],level:1,school:"Ench",time:"1 bns",range:"90 ft",components:"V,S,M",compMaterial:"The petrified eye of a newt",duration:"Conc, 1 h",description:"1 crea +1d6 Necrotic dmg from my atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h",descriptionShorter:"1 crea +1d6 Necrotic dmg from my atks; dis. chosen abi chks; SL3: conc, 8h; SL5: conc, 24h",descriptionFull:"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\n 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 curse a new creature.\n A remove curse cast on the target ends this spell early."+AtHigherLevels+"When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours."},SpellsList["hunger of hadar"]={name:"Hunger of Hadar",classes:["warlock"],source:[["P",251]],level:3,school:"Conj",time:"1 a",range:"150 ft",components:"V,S,M",compMaterial:"A pickled octopus tentacle",duration:"Conc, 1 min",save:"Dex",description:"20-ft rad all: blind while in, start turn in 2d6 Cold dmg, end turn in save or 2d6 Acid dmg",descriptionFull:"You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.\n The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it."},SpellsList["lightning arrow"]={name:"Lightning Arrow",classes:["ranger"],source:[["P",255]],level:3,school:"Trans",time:"1 bns",range:"Self",components:"V,S",duration:"Conc, 1 min",save:"Dex",description:"Next rngd wea atk +4d8+1d8/SL Lightn. dmg, miss half; 10 ft all 2d8+1d8/SL Lightn. dmg, save half",descriptionShorter:"Next atk +4d8+1d8/SL Lightn. dmg, miss h"+(typePF?"a":"")+"lf; 10 ft all 2d8+1d8/SL Lightn. dmg, save half",descriptionFull:"The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.\n Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.\n The piece of ammunition or weapon then returns to its normal form."+AtHigherLevels+"When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.",dynamicDamageBonus:{multipleDmgMoments:!1,skipDmgGroupIfNotMultiple:/(atk .*?lightn\. dmg.*?)/i}},SpellsList["phantasmal force"]={name:"Phantasmal Force",classes:["bard","sorcerer","wizard"],source:[["P",264]],level:2,school:"Illus",time:"1 a",range:"60 ft",components:"V,S,M",compMaterial:"A bit of fleece",duration:"Conc, 1 min",save:"Int",description:"1 crea save or sees 10 ft cube illusion that does 1d6 Psychic dmg/rnd; Int(Investigation) vs. spell DC",descriptionShorter:"1 crea save or sees 10 ft cube illusion that does 1d6 Psychic dmg/rnd; Investigation vs. DC",descriptionFull:"You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\n The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\n The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.\n An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion."},SpellsList["power word heal"]={name:"Power Word Heal",classes:["bard"],source:[["P",266]],level:9,school:"Evoc",time:"1 a",range:"Touch",components:"V,S",duration:"Instantaneous",description:"1 crea heals all HP and stops being charmed, frightened, paralyzed, stunned; it can use rea to stand up",descriptionShorter:"1 crea heals all HP, not charmed, frightened, paralyzed, stunned; rea to stand up",descriptionFull:"A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs."},SpellsList["ray of sickness"]={name:"Ray of Sickness",classes:["sorcerer","wizard"],source:[["P",271]],level:1,school:"Necro",time:"1 a",range:"60 ft",components:"V,S",duration:"Instantaneous",save:"Con",description:"Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of my next turn",descriptionFull:"A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn."+AtHigherLevels+"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."},SpellsList["searing smite"]={name:"Searing Smite",classes:["paladin"],source:[["P",274]],level:1,school:"Evoc",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Con",description:"Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites: start of turn save to end or 1d6 dmg",descriptionShorter:"Next melee wea hit +1d6+1d6/SL Fire dmg & ignites: start of turn save to end or 1d6 dmg",descriptionFull:"The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends."+AtHigherLevels+"When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.",dynamicDamageBonus:{extraDmgGroupsSameType:/(end or )((?:\+?\d+d?\d*)+)/i}},SpellsList["staggering smite"]={name:"Staggering Smite",classes:["paladin"],source:[["P",278]],level:4,school:"Evoc",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Wis",description:"Next melee weapon hit +4d6 Psychic dmg and save or dis. on atks/chks, no rea, until end next turn",descriptionFull:"The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn."},SpellsList["swift quiver"]={name:"Swift Quiver",classes:["ranger"],source:[["P",279]],level:5,school:"Trans",time:"1 bns",range:"Touch",components:"V,S,M",compMaterial:"A quiver containing at least one piece of ammunition",duration:"Conc, 1 min",description:"Quiver gives nonmagical ammo; bns a to make 2 atks with weapon that uses ammo from that quiver",descriptionFull:"You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\n On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends."},SpellsList.telepathy={name:"Telepathy",classes:["wizard"],source:[["P",281]],level:8,school:"Evoc",time:"1 a",range:"Unlimited",components:"V,S,M",compMaterial:"A pair of linked silver rings",duration:"24 h",description:"1 willing crea Int>0 and I telepathic link; share words, sensory information if on same plane",descriptionFull:"You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it."},SpellsList["thorn whip"]={name:"Thorn Whip",classes:["artificer","druid"],source:[["P",282]],level:0,school:"Trans",time:"1 a",range:"30 ft",components:"V,S,M",compMaterial:"The stem of a plant with thorns",duration:"Instantaneous",description:"Melee spell atk for 1d6 Piercing dmg and pull crea up to 10 ft towards me; +1d6 at CL 5, 11, and 17",descriptionCantripDie:"Melee spell attack for `CD`d6 Piercing dmg and pull crea up to 10 ft towards me",descriptionFull:"You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\n This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."},SpellsList["thunderous smite"]={name:"Thunderous Smite",classes:["paladin"],source:[["P",282]],level:1,school:"Evoc",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Str",description:"Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft",descriptionFull:"The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone."},SpellsList.tsunami={name:"Tsunami",classes:["druid"],source:[["P",284]],level:8,school:"Conj",time:"1 min",range:"Sight",components:"V,S",duration:"Conc, 6 rnds",save:"Str",description:"300×50×300ft (l×w×h) wall of water moves away at 50 ft/rnd; 6d10 Bludg. dmg; save halves; see B",descriptionShorter:"300×50×300ft (l×w×h) wave moves away at 50 ft/rnd; 6d10 Bludg. dmg; save half; see B",descriptionMetric:"90×15×90m (l×w×h) wall of water moves away at 15 m/rnd; 6d10 Bludg. dmg; save halves; see B",descriptionShorterMetric:"90×15×90m (l×w×h) wave moves away at 15 m/rnd; 6d10 Bludg. dmg; save half; see B",descriptionFull:"A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.\n At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground."},SpellsList["witch bolt"]={name:"Witch Bolt",classes:["sorcerer","warlock","wizard"],source:[["P",289]],level:1,school:"Evoc",time:"1 a",range:"30 ft",components:"V,S,M",compMaterial:"A twig from a tree that has been struck by lightning",duration:"Conc, 1 min",description:"Rngd spell atk 1d12+1d12/SL Lightn. dmg; 1 a 1d12 Lightn. dmg; ends if out of range or I do other a",descriptionShorter:"Rngd atk 1d12+1d12/SL Lightn. dmg; 1 a 1d12 Lightn. dmg; end: out of range/do other a",descriptionFull:"A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you."+AtHigherLevels+"When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.",dynamicDamageBonus:{multipleDmgMoments:!1,extraDmgGroupsSameType:/(1 a )(.*?)( Lightn. dmg)/i}},SpellsList["wrathful smite"]={name:"Wrathful Smite",classes:["paladin"],source:[["P",289]],level:1,school:"Evoc",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",save:"Wis",description:"Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save",descriptionFull:"The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell."},SourceList.HotDQ={name:"Hoard of the Dragon Queen [background features, items]",abbreviation:"HotDQ",group:"Adventure Books",campaignSetting:"Forgotten Realms",url:"https://wpn.wizards.com/en/products/tyranny-of-dragons",date:"2014/08/19"},SourceList.RoT={name:"Rise of Tiamat [items]",abbreviation:"RoT",group:"Adventure Books",campaignSetting:"Forgotten Realms",url:"https://wpn.wizards.com/en/products/tyranny-of-dragons",date:"2014/11/04"},BackgroundFeatureList["cult of the dragon infiltrator"]={description:"I have infiltrated the ranks of the Cult of the Dragon. Having spied on the organization for quite some time, I am familiar with its inner workings and customs. I have a second identity as an initiate of the cult, enough of a facade to blend in as a simple grunt or servant.",source:[["HotDQ",87],["ALbackground",0]]},BackgroundFeatureList["dragon scholar"]={description:"I have studied dragons and their lore for many years. I can automatically identify locations built or used by dragons, and I can identify dragon eggs and scales by sight. If I fail an Intelligence check to recall lore relating to dragons, I know someone or some book that I can consult for the answer unless the DM rules that the lore is unknown.",source:[["HotDQ",87],["ALbackground",0]]},MagicItemsList.dragongleam={name:"Dragongleam",source:[["HotDQ",69]],type:"weapon (spear)",rarity:"rare",magicItemTable:"F",description:'This rusty spear is engraved with draconic runes on its crossguard which read "Tiamat\'s Eyes Shine". The spear has 10 charges. As an action while holding it, I can say this command and expend 1 charge to cast Daylight. The spear loses its magic once all charges are expended.',descriptionFull:'This rusty spear is engraved with draconic runes on its crossguard which read "Tiamat\'s Eyes Shine". The spear has 10 charges. While holding it, you can say the command and expend 1 charge as an action to cast the Daylight spell. The spear loses this property if it has no charges left.',weight:3,usages:10,recovery:"Never",spellFirstColTitle:"Ch",spellcastingBonus:{name:"1 charge",spells:["daylight"],selection:["daylight"],firstCol:1},spellChanges:{daylight:{component:"V,Mƒ"}},weaponsAdd:["Dragongleam"],weaponOptions:{baseWeapon:"spear",regExpSearch:/dragongleam/i,name:"Dragongleam",source:[["HotDQ",69]]}},MagicItemsList["tankard of plenty"]={name:"Tankard of Plenty",source:[["HotDQ",74]],type:"wondrous item",rarity:"uncommon",magicItemTable:"A",description:'This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word "Illefarn" while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day.',descriptionFull:'This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word ("Illefarn") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day.',usages:3,recovery:"Day"},[desc([toUni("Damage Absorption")+". You have resistance against DTYPE damage. If you already have resistance to DTYPE damage from another source, you instead have immunity to DTYPE damage. If you already have immunity to DTYPE damage from another source, whenever you are subjected to DTYPE damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.",toUni("Draconic Majesty")+". While you are wearing no armor, you can add your Charisma bonus to your Armor Class.",toUni("Dragon Breath")+". If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.",toUni("Dragon Sight")+". You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.",toUni("Dragon Tongue")+". You can speak and understand Draconic. You also have advantage on any Charisma check you make against DCOLOUR dragons.",toUni("Legendary Resistance (1/Day)")+". If you fail a saving throw, you can choose to succeed instead."]),[" It reshapes to fit my face and head when I attuned to it. While I'm wearing a dragon mask and attuned to it, it grants me the following benefits.","• Damage Absorption. I have resistance against DTYPE damage. If I already have resistance to DTYPE damage from another source, I instead gain immunity to DTYPE damage. If I already have immunity to DTYPE damage from another source, whenever I am subjected to DTYPE damage, I take none of that damage and instead regain a number of hit points equal to half the DTYPE damage dealt.","• Draconic Majesty. While I am wearing no armor, I can add my Charisma bonus to my Armor Class.","• Dragon Breath. If I have a breath weapon that requires rest to recharge, it gains a recharge of 6.","• Dragon Sight. I gain darkvision out to 60 ft, or to an additional 60 ft if I already have that sense. Once per day, I can gain blindsight out to 30 ft for 5 minutes.","• Dragon Tongue. I can speak and understand Draconic. I also have advantage on any Charisma check I make against DCOLOUR dragons.","• Legendary Resistance. Once per day when I fail a saving throw, I can choose to succeed instead."].join("\n ")]),MM_lycanthrope=(MagicItemsList["dragon mask"]={name:"Dragon Mask",source:[["HotDQ",94]],type:"wondrous item",rarity:"legendary",storyItemAL:!0,description:"This mask reshapes to fit my head. It grants me the ability to absorb associated damage type, darkvision 60 ft, blindsight 30 ft (1/day), Legendary Resistance (1/day), adv. on Cha checks vs. a dragon type, the ability speak Draconic, and lets me add my Cha mod to AC while not wearing armor, see Notes page.",descriptionFull:"Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits."+HotDQ_tempDragonMaskNoteTxt[0].replace(/You have resistance against DTYPE damage.*?\n/,"You have resistance against the mask's damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.\n").replace("DCOLOUR dragons","dragons that share the mask's color"),attunement:!0,languageProfs:["Draconic"],vision:[["Darkvision","fixed 60"],["Darkvision","+60"]],usages:1,recovery:"Day",additional:"Legendary Resistance",extraLimitedFeatures:[{name:"Dragon Mask (Blindsight 30 ft, 5 min)",usages:1,recovery:"Day"}],extraAC:[{mod:"Cha",magic:!0,text:"I add my Charisma modifier to AC while I'm not wearing armor.",stopeval:function(e){return e.wearingArmor}}],calcChanges:{atkAdd:[function(e,a){(a.theWea.dbBreathWeapon||/^(?=.*breath)(?=.*weapon).*$/i.test(a.theWea.name))&&(e.Description=e.Description.replace(/(Us(e|able)( only)? )?once per (short|long) rest/i,"Recharge 6"))}]},incrementDamageRes:function(e,a){SetProf("savetxt",CurrentProfs.resistance[a]&&1>Devour Soul<<. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.","When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.","If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.",">>Soul Hunter<<. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.","Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.",">>Sentience<<. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.","The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.",">>Personality<<. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.","The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.","Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.","Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset."]),DMG_waveFullDescription=(MagicItemsList.blackrazor={name:"Blackrazor",source:[["D",216]],type:"weapon (greatsword)",rarity:"legendary",notLegalAL:!0,description:"This sentient greatsword adds +3 to hit and damage and makes me immune to being charmed or frightened. Once per day it can cast Haste on me as it sees fit. If I use it to bring a creature to 0 HP, it devours the creature's soul, granting me temporary HP equal to the creature's max HP for 24 hours. See Notes page.",descriptionFull:DMG_blackrazorFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>Sentience<<. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.","The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a Speak with Animals spell, using telepathy to involve its wielder in the conversation.",">>Personality<<. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.","Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.","Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert."]),DMG_whelmFullDescription=(MagicItemsList["trident of fish command"]&&MagicItemsList["weapon of warning"]&&MagicItemsList["cap of water breathing"]&&MagicItemsList["cube of force"]&&(MagicItemsList.wave={name:"Wave",source:[["D",218]],type:"weapon (trident)",rarity:"legendary",notLegalAL:!0,description:"This sentient trident adds +3 to hit and damage and if I score a critical hit with it, the target takes extra necrotic damage equal to half its max HP. It also functions as a trident of fish command, a weapon of warning, cap of water breathing while I hold it, and I can use it as a cube of force. See Notes page.",descriptionFull:DMG_waveFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>Thrown Weapon<<. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.",">>Shock Wave<<. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can't be used again until the next dawn.",">>Supernatural Awareness<<. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.",">>Sentience<<. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.","The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.",">>Personality<<. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan."]),PotA_tempDevastationOrbNoteTxt=(MagicItemsList.whelm={name:"Whelm",source:[["D",218]],type:"weapon (warhammer)",rarity:"legendary",notLegalAL:!0,description:"This sentient warhammer adds +3 to hit and damage, has the thrown property, deals extra damage when thrown, and returns to my hand when thrown. I can use it to create a shock wave. It makes me afraid of the outdoors, so while I can see the daytime sky, I have disadv. on attacks, saves, and checks. See Notes page.",descriptionFull:DMG_whelmFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<What(AbilityScores.abbreviations[e.Mod-1]+" Mod")&&(a.pactWeapon||a.theWea.pactWeapon||/^(?=.*hexblade)(?!.*((^|[^+-]\b)2|\btwo).?hand(ed)?s?\b).*$/i.test(a.WeaponText))&&(e.Mod=6)},"If I include the word 'Hexblade' in the name of a weapon that is not two-handed, it gets treated as the weapon I imbued to use Charisma instead of Strength or Dexterity, if my Charisma modifier is higher than the ability it would otherwise use. Alternatively, if I have the Pact of the Blade feature, this will also work for any weapons set to be my Pact Weapon."]}},subclassfeature6:{name:"Accursed Specter",source:[["X",56]],minlevel:6,description:desc(["When I slay a humanoid, I can curse its soul and have it rise as a specter from its corpse","It has the stats of a specter with temporary hit points equal to half my warlock level","It rolls initiative and has its own turns, obeying my verbal commands","It gains a bonus to attack rolls equal to my Charisma modifier (min +0)","The specter remains until the end of my next long rest, at which point it vanishes"]),additional:levels.map(function(e){return e<6?"":Math.floor(e/2)+" temp HP"}),usages:1,recovery:"long rest",creaturesAdd:[["Accursed Specter",!0]],creatureOptions:[{name:"Accursed Specter",nameAlt:["Accursed Spectre"],source:[["X",56]],size:3,type:"Undead",alignment:"Chaotic Evil",ac:12,hp:22,hd:[5,8],speed:"fly 50 ft (hover)",scores:[1,14,11,10,10,12],damage_resistances:"acid; cold; fire; lightning; thunder; bludgeoning, piercing, and slashing from nonmagical weapons",damage_immunities:"necrotic, poison",condition_immunities:"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",senses:"Darkvision 60 ft; While in sunlight, disadv. on Wis (Perception) checks using sight",passivePerception:10,languages:"all languages it knew in life, but can't speak",challengeRating:"1",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Life Drain",ability:2,damage:[3,6,"necrotic"],range:"Melee (5 ft)",description:"DC 10 Con save or HP max reduced by same as damage taken until a long rest",modifiers:["max(oCha|0)",""],abilitytodamage:!1,tooltip:"A target of the specter's life drain 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."}],traits:[{name:"Incorporeal Movement",description:"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."},{name:"Sunlight Sensitivity",description:"While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{name:"Life Drain",description:"A target of the specter's life drain 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."}],features:[{name:"Bound Spirit",description:"The specter obeys my verbal commands and remains in my service until the end of my next long rest, at which point it vanishes to the afterlife. It acts on its own turn with its own initiative."}],header:"Bound Spirit",eval:function(e){AddTooltip(e+"Comp.Use.HP.Temp","The accursed specter gains half my warlock level as temporary HP when created.")},removeeval:function(e){AddTooltip(e+"Comp.Use.HP.Temp","")},changeeval:function(e,a){classes.known.warlock&&Value(e+"Comp.Use.HP.Temp",Math.floor(classes.known.warlock.level/2))}}]},subclassfeature10:{name:"Armor of Hexes",source:[["X",56]],minlevel:10,description:desc(["As a reaction when a Hexblade's Curse recipient hits me with an attack, I can roll a d6","On a result of 4 or higher, the attacks misses me instead, regardless of its d20 roll"])},subclassfeature14:{name:"Master of Hexes",source:[["X",56]],minlevel:14,description:desc(["When the target of my Hexblade's Curse dies, I can curse another I can see within 30 ft","I can't do this while incapacitated and I don't regain HP from the death of the previous"])}}}),AddWarlockInvocation("Aspect of the Moon (prereq: Pact of the Tome)",{name:"Aspect of the Moon",description:"\n I don't need sleep nor can be forced to by any means; I can rest while doing light activity",source:[["X",56],["UA:RCO",5]],submenu:"[improves Pact of the Tome]",prereqeval:function(e){return"pact of the tome"==GetFeatureChoice("class","warlock","pact boon")},savetxt:{text:["Nothing can force me to sleep"]}}),AddWarlockInvocation("Cloak of Flies (prereq: level 5 warlock)",{name:"Cloak of Flies",description:desc(["As a bonus action, I can surround myself with a 5-ft radius magical aura of buzzing flies","It lasts until I'm incapacitated or dismiss it as a bonus action; Total cover block the aura","The aura grants me adv. on Cha (Intimidation), but disadv. on all other Cha checks","Creatures starting their turn in the aura take my Cha mod (min 0) in poison damage"]),source:[["X",56],["UA:RCO",5]],submenu:"[warlock level 5+]",prereqeval:function(e){return 5<=classes.known.warlock.level},recovery:"short rest",usages:1,action:["bonus action"," (start/stop)"]}),AddWarlockInvocation("Eldritch Smite (prereq: level 5 warlock, Pact of the Blade)",{name:"Eldritch Smite",description:desc(["Once per turn when I hit a creature with my pact weapon, I can empower the strike","By expending a warlock spell slot, the creature takes extra damage and is knocked prone","It takes 1d8 force damage and another 1d8 force damage per level of the spell slot","The target is only knocked prone if it is Huge or smaller"]),source:[["X",56]],submenu:"[improves Pact of the Blade]",prereqeval:function(e){return 5<=classes.known.warlock.level&&"pact of the blade"==GetFeatureChoice("class","warlock","pact boon")}}),AddWarlockInvocation("Ghostly Gaze (prereq: level 7 warlock)",{name:"Ghostly Gaze",description:desc(["As an action, I can gain darkvision, and the ability to see through solid objects, out to 30 ft","Objects appear ghostly to me; This lasts up to 1 minute, while I'm concentrating on this"]),source:[["X",56]],submenu:"[warlock level 7+]",prereqeval:function(e){return 7<=classes.known.warlock.level},recovery:"short rest",usages:1,action:["action",""]}),AddWarlockInvocation("Gift of the Depths (prereq: level 5 warlock)",{name:"Gift of the Depths",description:desc(["I can breathe underwater and I have a swim speed equal to my walking speed","Once per long rest, I can cast Water Breathing without using a spell slot (PHB 287)"]),source:[["X",57],["UA:RCO",6]],submenu:"[warlock level 5+]",spellcastingBonus:{name:"Gift of the Depths",spells:["water breathing"],selection:["water breathing"],firstCol:"oncelr"},prereqeval:function(e){return 5<=classes.known.warlock.level},speed:{swim:{spd:"walk",enc:"walk"}}}),AddWarlockInvocation("Gift of the Ever-Living Ones (prereq: Pact of the Chain)",{name:"Gift of the Ever-Living Ones",description:"\n When I regain HP while my familiar is within 100 ft, I regain the max the dice can roll",source:[["X",57],["UA:RCO",6]],submenu:"[improves Pact of the Chain]",prereqeval:function(e){return"pact of the chain"==GetFeatureChoice("class","warlock","pact boon")}}),AddWarlockInvocation("Grasp of Hadar (prereq: Eldritch Blast cantrip)",{name:"Grasp of Hadar",description:desc("Once per turn when my Eldritch Blast hits a creature, I can move it 10 ft closer to me"),source:[["X",57],["UA:RCO",6]],submenu:"[improves Eldritch Blast]",prereqeval:function(e){return e.hasEldritchBlast},calcChanges:{atkAdd:[function(e,a){"eldritch blast"==a.baseWeaponName&&(e.Description+="; Target moved 10 ft to me")},"When I hit a creature with my Eldritch Blast cantrip once or more times in a turn, I can move it in a straight line 10 ft closer to me."]}}),AddWarlockInvocation("Improved Pact Weapon (prereq: Pact of the Blade)",{name:"Improved Pact Weapon",description:desc(["I can use any pact weapon I create as my spellcasting focus for warlock spells","Any pact weapon I create is a +1 magic weapon, if it isn't already a +1 magic weapon","I can now also conjure a shortbow, longbow, or light or heavy crossbow as my pact weapon"]),source:[["X",57]],submenu:"[improves Pact of the Blade]",prereqeval:function(e){return"pact of the blade"==GetFeatureChoice("class","warlock","pact boon")},calcChanges:{atkCalc:[function(e,a,t){var n;/^(shortbow|longbow|light crossbow|heavy crossbow)$/.test(a.baseWeaponName)&&/\bpact\b/i.test(a.WeaponTextName)&&(a.pactWeapon=!0),a.pactWeapon&&!t.magic&&(n=!0,n=a.theWea&&a.theWea.isMagicWeapon&&a.theWea.modifiers?a.theWea.modifiers.slice(0,2).some(function(e){var a;return(a=e&&/\d/.test(e)?isNaN(e)?(a=e.match(/(^|\+|-)\d+\b/g))?a.reduce(function(e,a){return Number(e)+Number(a)}):0:Number(e):0)<1}):n)&&(a.pactMag=1,t.magic=1)},"If I include the word 'Pact' in a the name of a melee weapon, shortbow, longbow, light crossbow, or heavy crossbow, it will be treated as my Pact Weapon.\n • If my Pact Weapon doesn't already include a magical bonus in its name and is not a magic weapon with at least a +1 bonus, the calculation will add +1 to its To Hit and Damage.",290],atkAdd:[function(e,a){/^(shortbow|longbow|light crossbow|heavy crossbow)$/.test(a.baseWeaponName)&&/\bpact\b/i.test(a.WeaponTextName)&&(a.pactWeapon=!0)},"",90]}}),AddWarlockInvocation("Lance of Lethargy (prereq: Eldritch Blast cantrip)",{name:"Lance of Lethargy",description:desc(["Once per turn when my Eldritch Blast hits a creature, I can reduce its speed by 10 ft","This speed reduction lasts until the end of my next turn"]),source:[["X",57]],submenu:"[improves Eldritch Blast]",prereqeval:function(e){return e.hasEldritchBlast},calcChanges:{atkAdd:[function(e,a){"eldritch blast"==a.baseWeaponName&&(e.Description+="; 1 target -10 ft speed")},"Once on each of my turns when I hit a creature with my Eldritch Blast cantrip, I can reduce its speed by 10 ft until the end of my next turn."]}}),AddWarlockInvocation("Maddening Hex (prereq: level 5 warlock, Hex spell or warlock feature that curses)",{name:"Maddening Hex",description:desc(["As a bonus action, I cause pain around a target hexed by me that I can see within 30 ft","It and any of my choice I can see in 5 ft of it take my Cha mod (min 1) in psychic damage","The Hex spell and all of my warlock features that curse are considered a hex for this"]),source:[["X",57]],submenu:"[improves Hex spell or warlock feature that curses]",prereqeval:function(e){return 5<=classes.known.warlock.level&&(isSpellUsed("hex",!0)||/hexblade/.test(classes.known.warlock.subclass))},action:["bonus action",""]}),AddWarlockInvocation("Relentless Hex (prereq: level 7 warlock, Hex spell or warlock feature that curses)",{name:"Relentless Hex",description:desc(["As a bonus action, I can teleport to a target hexed by me that I can see within 30 ft","I teleport up to 30 ft to an unoccupied space that I can see within 5 ft of the target"]),source:[["X",57]],submenu:"[improves Hex spell or warlock feature that curses]",prereqeval:function(e){return 7<=classes.known.warlock.level&&(isSpellUsed("hex",!0)||/hexblade/.test(classes.known.warlock.subclass))},action:["bonus action",""]}),AddWarlockInvocation("Shroud of Shadow (prereq: level 15 warlock)",{name:"Shroud of Shadow",description:"\n I can cast Invisibility at will, without using spell slots (PHB 254)",source:[["X",57],["UA:RCO",6]],submenu:"[warlock level 15+]",spellcastingBonus:{name:"Shroud of Shadow",spells:["invisibility"],selection:["invisibility"],firstCol:"atwill"},prereqeval:function(e){return 15<=classes.known.warlock.level},spellChanges:{invisibility:{description:"1 crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible",changes:"With the Shroud of Shadow invocation I can cast Invisibility at will, but when I do so I am unable to cast it using a higher level spell slot."}}}),AddWarlockInvocation("Tomb of Levistus (prereq: level 5 warlock)",{name:"Tomb of Levistus",description:desc(["As a reaction when I take damage, I can entomb myself in ice until the end of my turn","During, I get 10 temp. HP per warlock level, which I use to absorb the triggering damage","After, till the ice is gone, I also get vulnerability to fire, 0 speed, and am incapacitated"]),source:[["X",57],["UA:RCO",6]],submenu:"[warlock level 5+]",prereqeval:function(e){return 5<=classes.known.warlock.level},recovery:"short rest",usages:1,action:["reaction",""],additional:levels.map(function(e){return 10*e+" temp HP"})}),AddWarlockInvocation("Trickster's Escape (prereq: level 7 warlock)",{name:"Trickster's Escape",description:"\n Once per long rest, I can cast Freedom of Movement on myself without using a spell slot",source:[["X",57],["UA:RCO",7]],submenu:"[warlock level 7+]",spellcastingBonus:{name:"Trickster's Escape",spells:["freedom of movement"],selection:["freedom of movement"],firstCol:"oncelr"},prereqeval:function(e){return 7<=classes.known.warlock.level},spellChanges:{"freedom of movement":{range:"Self",description:"Magic can't reduce my speed, paralyze or restrain me; I can use 5 ft to escape nonmagical restrains",changes:"With the Trickster's Escape invocation I can cast Freedom of Movement, but only on myself."}}}),AddSubClass("wizard","war magic",{regExpSearch:/^(?=.*war)(?=.*(wizard|magic|mage)).*$/i,subname:"War Magic",source:[["X",59]],fullname:"War Mage",features:{subclassfeature2:{name:"Arcane Deflection",source:[["X",59]],minlevel:2,description:desc(["As a reaction when I'm hit by an attack, I can gain +2 to my AC against that attack","As a reaction when I fail a save, I can gain +4 bonus to that saving throw","After I do either, I can't cast spells other than cantrips until the end of my next turn"]),action:["reaction",""]},"subclassfeature2.1":{name:"Tactical Wit",source:[["X",60]],minlevel:2,description:"\n I gain a bonus to my initiative rolls equal to my Intelligence modifier",addMod:{type:"skill",field:"Init",mod:"max(Int|0)",text:"I can add my Intelligence modifier to initiative rolls."}},subclassfeature6:{name:"Power Surge",source:[["X",60]],minlevel:6,description:desc(["I have a pool of stored power surges that I can use to empower my damaging spells","I gain a power surge whenever I successfully end a spell with Dispel Magic or Counterspell","This pool can store a number of power surges equal to my Intelligence modifier (min 1)","It resets to 1 power surge after a long rest or when I have 0 surges left after a short rest","When I deal damage with a wizard spell, I can spend a power surge to do extra damage","One target takes half my wizard level in force damage; I can do this only once per turn"]),usages:"Resets to 1 after ",usagescalc:"event.value = !event.value || event.value == 'Resets to 1 after ' ? 1 : event.value;",recovery:"long rest",additional:levels.map(function(e){return e<6?"":"+"+Math.floor(e/2)+" force damage"})},subclassfeature10:{name:"Durable Magic",source:[["X",60]],minlevel:10,description:"\n While I'm maintaining concentration on a spell, I gain +2 to AC and all saving throws"},subclassfeature14:{name:"Deflecting Shroud",source:[["X",60]],minlevel:14,description:desc(["When I use my Arcane Deflection feature, magical energy arcs from me to creatures","Up to 3 targets I can see within 60 ft of me take half my wizard level in force damage"]),additional:levels.map(function(e){return e<14?"":Math.floor(e/2)+" force damage"})}}}),FeatsList["bountiful luck"]={name:"Bountiful Luck",source:[["X",73]],prerequisite:"Being a Halfling",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("halfling")},descriptionFull:"Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!\n When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll\n When you use this ability, you can't use your Lucky racial trait before the end of your next turn.",description:"When an ally I can see within 30 ft of me rolls a 1 on an attack roll, an ability check, or a saving throw, I can use my reaction to let the ally reroll the die. The ally must use the new roll. When I use this, I can't use my racial Lucky trait until the end of my next turn.",action:["reaction",""]},FeatsList["dragon fear"]={name:"Dragon Fear",source:[["X",74]],prerequisite:"Being a Dragonborn",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("dragonborn")},descriptionFull:"When angered, you radiate menace. You gain the following benefits:\n • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.\n • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.",calculate:"event.value = 'I can use my Breath Weapon to roar instead. Chosen creatures within 30 ft that see and hear me must make a DC ' + (8 + Number(How('Proficiency Bonus')) + Number(What('Cha Mod'))) + ' Wis save (8 + Prof Bonus + Cha mod) or be frightened of me for 1 min. A target can repeat the save whenever it takes damage. [+1 Str, Con, or Cha]';",scorestxt:"+1 Strength, Constitution, or Charisma",action:[["action","Breath Weapon or Dragon Fear","Breath Weapon"]]},FeatsList["dragon hide"]={name:"Dragon Hide",source:[["X",74]],prerequisite:"Being a Dragonborn",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("dragonborn")},descriptionFull:"You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.\n • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.",description:"I gain retractable claws that I can retract or extend, requiring no action. While extended, my unarmed strikes deal 1d4 slashing damage. My scales harden, giving me an AC of 13 + Dexterity modifier + shield when I'm not wearing armor. [+1 Str, Con, or Cha]",scorestxt:"+1 Strength, Constitution, or Charisma",weaponOptions:{baseWeapon:"unarmed strike",regExpSearch:/^(?=.*(retractable|dragon))(?=.*claw).*$/i,name:"Retractable Claws",source:[["X",74]],damage:[1,4,"slashing"]},weaponsAdd:["Retractable Claws"],armorOptions:[{regExpSearch:/^(?=.*(dragon|draconic|scaly))(?=.*(hide|skin|scales|resilience)).*$/i,name:"Dragon Hide",source:[["X",74]],ac:13}],armorAdd:"Dragon Hide"},FeatsList["drow high magic"]={name:"Drow High Magic",source:[["X",74]],prerequisite:"Being a Drow (Dark Elf)",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("dark elf")},descriptionFull:"You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.",description:"I can cast Detect Magic at will, without expending a spell slot. I can also cast Levitate and Dispel Magic without expending a spell slot, but each only once per long rest. Charisma is my spellcasting ability for these three spells.",spellcastingBonus:[{name:"At will",spellcastingAbility:6,spells:["detect magic"],selection:["detect magic"],firstCol:"atwill"},{name:"Once per long rest",spells:["levitate"],selection:["levitate"],firstCol:"oncelr"},{name:"Once per long rest",spells:["dispel magic"],selection:["dispel magic"],firstCol:"oncelr"}]},FeatsList["dwarven fortitude"]={name:"Dwarven Fortitude",source:[["X",74]],prerequisite:"Being a Dwarf",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("dwarf")},descriptionFull:"You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:\n • Increase your Constitution score by 1, to a maximum of 20.\n • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).",description:"Whenever I take the Dodge action in combat, I can spend one Hit Die to heal myself. I roll the die, add my Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). [+1 Constitution]",scores:[0,0,1,0,0,0]},FeatsList["elven accuracy"]={name:"Elven Accuracy",source:[["X",74]],prerequisite:"Being an Elf or a Half-Elf",prereqeval:function(e){return/elf|eladrin|avariel|grugach|shadar-kai/i.test(CurrentRace.known)},descriptionFull:"The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:\n • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.",description:"Whenever I have advantage on an attack roll that uses Dexterity, Intelligence, Wisdom, or Charisma, I can reroll one of the dice once. [+1 Dexterity, Intelligence, Wisdom, or Charisma]",scorestxt:"+1 Dexterity, Intelligence, Wisdom, or Charisma"},FeatsList["fade away"]={name:"Fade Away",source:[["X",74]],prerequisite:"Being a Gnome",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("gnome")},descriptionFull:"Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:\n • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.\n • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.",description:"As a reaction when I take damage, I can magically become invisible until the end of my next turn or until I attack, deal damage, or force someone to make a saving throw. Once I do this, I can't do so again until I finish a short rest. [+1 Dexterity or Intelligence]",scorestxt:"+1 Dexterity or Intelligence",action:["reaction",""],usages:1,recovery:"short rest"},FeatsList["fey teleportation"]={name:"Fey Teleportation",source:[["X",74]],prerequisite:"Being a High Elf",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("high elf")},descriptionFull:"Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:\n • Increase your Intelligence or Charisma score by 1, to a maximum of 20.\n • You learn to speak, read, and write Sylvan.\n • You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.",description:"I can cast Misty Step without using a spell slot. I can do so once per short rest. Intelligence is my spellcasting ability for this spell. I also learn to speak, read, and write Sylvan. [+1 Intelligence or Charisma]",scorestxt:"+1 Intelligence or Charisma",spellcastingBonus:{name:"Once per short rest",spellcastingAbility:4,spells:["misty step"],selection:["misty step"],firstCol:"oncesr"},languageProfs:["Sylvan"],usages:1,recovery:"short rest"},FeatsList["flames of phlegethos"]={name:"Flames of Phlegethos",source:[["X",74]],prerequisite:"Being a Tiefling",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("tiefling")},descriptionFull:"You learn to call on hellfire to serve your commands. You gain the following benefits:\n • Increase your Intelligence or Charisma score by 1, to a maximum of 20.\n • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.",description:"When I cast a fire damage spell, I can reroll any 1 on fire damage dice once. I then sheathe myself in flame until my next turn ends. These shed bright light in 30 ft, dim light in 30 ft and cause any within 5 ft that hit me in melee to take 1d4 fire damage. [+1 Int or Cha]",scorestxt:"+1 Intelligence or Charisma"},FeatsList["infernal constitution"]={name:"Infernal Constitution",source:[["X",75]],prerequisite:"Being a Tiefling",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("tiefling")},descriptionFull:"Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:\n • Increase your Constitution score by 1, to a maximum of 20.\n • You have resistance to cold and poison damage.\n • You have advantage on saving throws against being poisoned.",description:"I have resistance to cold and poison damage and I have advantage on saving throws against being poisoned.\n[+1 Constitution]",scores:[0,0,1,0,0,0],dmgres:["Cold","Poison"],savetxt:{adv_vs:["poison"]}},FeatsList["orcish fury"]={name:"Orcish Fury",source:[["X",75]],prerequisite:"Being a Half-Orc",prereqeval:function(e){return/^(?=.*half)(?=.*orc).*$/i.test(CurrentRace.known)},descriptionFull:"Your fury burns tirelessly. You gain the following benefits:\n • Increase your Strength or Constitution score by 1, to a maximum of 20.\n • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\n • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.",description:"Once per short rest, I can roll an extra damage die for an attack with a simple or martial weapon. In addition, Immediately after I use my Relentless Endurance trait, I can use my reaction to make one weapon attack. [+1 Strength or Constitution]",scorestxt:"+1 Strength or Constitution",action:["reaction"," (after Relentless Endurance)"],usages:1,recovery:"short rest",additional:"extra damage"},FeatsList.prodigy={name:"Prodigy",source:[["X",75]],prerequisite:"Being a Half-Elf, Half-Orc, or Human",prereqeval:function(e){return/human|^(?=.*half)(?=.*(elf|orc)).*$/i.test(CurrentRace.known)},descriptionFull:"You have a knack for learning new things. You gain the following benefits:\n • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\n • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.",description:"I gain proficiency with one skill of my choice and expertise with it, or expertise with another skill of my choice that I'm already proficient with. I also gain proficiency with one tool of my choice and fluency in one language of my choice.",skillstxt:"Proficiency with any one skill and Expertise with any one skill that you are already proficient with",languageProfs:[1],toolProfs:[["Any tool",1]]},FeatsList["second chance"]={name:"Second Chance",source:[["X",75]],prerequisite:"Being a Halfling",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("halfling")},descriptionFull:"Fortune favors you when someone tries to strike you. You gain the following benefits:\n • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.\n • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.",description:"When a creature I can see hits me with an attack roll, I can use my reaction to force that creature to reroll. Once I use this ability, I can't do so again until I roll initiative at the start of combat or I finish a short rest. [+1 Dexterity, Constitution, or Charisma]",scorestxt:"+1 Dexterity, Constitution, or Charisma",action:["reaction",""],usages:1,recovery:"Combat"},FeatsList["squat nimbleness"]={name:"Squat Nimbleness",source:[["X",75]],prerequisite:"Being a Dwarf or a small race",prereqeval:function(e){return/dwarf/i.test(CurrentRace.known)||4===tDoc.getField("Size Category").currentValueIndices},descriptionFull:"You are uncommonly nimble for your race. You gain the following benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of 20.\n • Increase your walking speed by 5 feet.\n • You gain proficiency in the Acrobatics or Athletics skill (your choice).\n • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.",description:"My walking speed increases by 5 ft. I gain proficiency in either the Acrobatics or the Athletics skill. I have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks I make to escape from being grappled. [+1 Strength or Dexterity]",scorestxt:"+1 Strength or Dexterity",skillstxt:"Acrobatics or Athletics",speed:{walk:{spd:"+5",enc:"+5"}}},FeatsList["wood elf magic"]={name:"Wood Elf Magic",source:[["X",75]],prerequisite:"Being a Wood Elf",prereqeval:function(e){return-1!==CurrentRace.known.indexOf("wood elf")},descriptionFull:"You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.",description:"I learn a druid cantrip. In addition, I can cast Longstrider and Pass Without Trace, without expending a spell slot, but each only once per long rest. Wisdom is my spellcasting ability for these three spells.",spellcastingBonus:[{name:"Druid Cantrip",spellcastingAbility:5,class:"druid",level:[0,0],firstCol:"atwill"},{name:"Once per long rest",spells:["longstrider"],selection:["longstrider"],firstCol:"oncelr"},{name:"Once per long rest",spells:["pass without trace"],selection:["pass without trace"],firstCol:"oncelr"}]},SpellsList.catnap={name:"Catnap",classes:["artificer","bard","sorcerer","wizard"],source:[["X",151]],level:3,school:"Ench",time:"1 a",range:"30 ft",components:"S,M",compMaterial:"A pinch of sand",duration:"10 min",description:"3+1/SL willing crea unconscious for 10 min to gain benefits of short rest; Ends if dmg or 1 a to wake",descriptionFull:"You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest."+AtHigherLevels+"When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd."},SpellsList["cause fear"]={name:"Cause Fear",classes:["warlock","wizard"],source:[["X",151]],level:1,school:"Necro",time:"1 a",range:"60 ft",components:"V",duration:"Conc, 1 min",save:"Wis",description:"1+1/SL crea (not construct/undead), each max 30 ft apart, save or frightened; save end of each turn",descriptionFull:"You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."+AtHigherLevels+"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. The creatures must be within 30 feet of each other when you target them."},SpellsList.ceremony={name:"Ceremony",classes:["cleric","paladin"],source:[["X",151]],ritual:!0,level:1,school:"Abjur",time:"1 h",range:"Touch",components:"V,S,M†",compMaterial:"25 gp worth of powdered silver, which the spell consumes",duration:"Instantaneous",description:"Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.)",descriptionFull:"You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n "+toUni("Atonement")+": You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n "+toUni("Bless Water")+": You touch one vial of water and cause it to become holy water.\n "+toUni("Coming of Age")+": You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n "+toUni("Dedication")+": You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n "+toUni("Funeral Rite")+": You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.\n "+toUni("Wedding")+": You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed."},SpellsList["chaos bolt"]={name:"Chaos Bolt",classes:["sorcerer"],source:[["X",151],["G",67]],level:1,school:"Evoc",time:"1 a",range:"120 ft",components:"V,S",duration:"Instantaneous",description:"Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft",descriptionShorter:"Spell atk 2d8+1d6+1d6/SL dmg, d8s set type, see B; double on d8s: new atk vs. crea in 30 ft",descriptionFull:"You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.\n\n"+toUni("d8")+"\t"+toUni("Damage Type")+"\n 1\tAcid\n 2\tCold\n 3\tFire\n 4\tForce\n 5\tLightning\n 6\tPoison\n 7\tPsychic\n 8\tThunder\n\n If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\n A creature can be targeted only once by each casting of this spell."+AtHigherLevels+"When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.",dynamicDamageBonus:{multipleDmgTypes:{dmgTypes:["acid","cold","fire","force","lightning","poison","psychic","thunder"],inDescriptionAs:""}}},SpellsList["charm monster"]={name:"Charm Monster",classes:["bard","druid","sorcerer","warlock","wizard"],source:[["X",151]],level:4,school:"Ench",time:"1 a",range:"30 ft",components:"V,S",duration:"1 h",save:"Wis",description:"1+1/SL creatures, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it",descriptionFull:"You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. When the spell ends, the creature knows it was charmed by you."+AtHigherLevels+"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. The creatures must be within 30 feet of each other when you target them."},SpellsList["create homunculus"]={name:"Create Homunculus",classes:["wizard"],source:[["X",152]],level:6,school:"Trans",time:"1 h",range:"Touch",components:"V,S,Mƒ",compMaterial:"Clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp",duration:"Instantaneous",description:"I take 2d4 piercing dmg to create a homunculus as my faithful companion; see book (1000gp)",descriptionFull:"While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.\n The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.\n You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.",dynamicDamageBonus:{doNotProcess:!0}},SpellsList["crown of stars"]={name:"Crown of Stars",classes:["sorcerer","warlock","wizard"],source:[["X",152]],level:7,school:"Evoc",time:"1 a",range:"Self",components:"V,S",duration:"1 h",description:"7+2/SL motes shed 30-ft light; bonus action to fire one as 120 ft ranged atk for 4d12 Radiant dmg",descriptionShorter:"7+2/SL motes shed 30-ft light; bns a to fire one as 120 ft ranged atk for 4d12 Radiant dmg",descriptionFull:"Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\n If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius."+AtHigherLevels+"When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th."},SpellsList["danse macabre"]={name:"Danse Macabre",classes:["warlock","wizard"],source:[["X",153]],level:5,school:"Necro",time:"1 a",range:"60 ft",components:"V,S",duration:"Conc, 1 h",description:"5+2/SL small/medium corpses as zombie/skeleton; spellc. mod to atk/dmg; bns a command in 60 ft",descriptionFull:"Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\n You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\n The creatures are under your control until the spell ends, after which they become inanimate once more"+AtHigherLevels+"When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th."},SpellsList.dawn={name:"Dawn",classes:["cleric","wizard"],source:[["X",153]],level:5,school:"Evoc",time:"1 a",range:"60 ft",components:"V,S,Mƒ",compMaterial:"A sunburst pendant worth at least 100 gp",duration:"Conc, 1 min",save:"Con",description:"30-ft rad 40-ft high all crea 4d10 Radiant dmg at cast/end turn; bns a move it 60 ft (100gp)",descriptionFull:"The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\n When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\n If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn."},SpellsList["dragon's breath"]={name:"Dragon's Breath",classes:["sorcerer","wizard"],source:[["X",154]],level:2,school:"Trans",time:"1 bns",range:"Touch",components:"V,S,M",compMaterial:"A hot pepper",duration:"Conc, 1 min",save:"Dex",description:"1 willing crea: 1 a breathe 15-ft cone all 3d6+1d6/SL Acid/Cold/Fire/Lightn./Poison dmg; save half",descriptionShorter:"1 willing crea: 1 a 15-ft cone 3d6+1d6/SL Acid/Cold/Fire/Lightn/Poison dmg; save half",descriptionFull:"You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one."+AtHigherLevels+"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.",dynamicDamageBonus:{multipleDmgTypes:{dmgTypes:["acid","cold","fire","lightning","poison"],inDescriptionAs:"Acid/Cold/Fire/Lightn.?/Poison"}}},SpellsList["druid grove"]={name:"Druid Grove",classes:["druid"],source:[["X",154]],level:6,school:"Abjur",time:"10 min",range:"Touch",components:"V,S,M†",compMaterial:"Mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon",duration:"24 h",description:"Protect 30-ft to 90-ft cube outdoors or underground; see book for effects",descriptionFull:"You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\n The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\n The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n "+toUni("Solid Fog")+": You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n "+toUni("Grasping Undergrowth")+": You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n "+toUni("Grove Guardians")+": You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n "+toUni("Additional Spell Effects")+": You can place your choice of one of the following magical effects within the warded area:\n • A constant gust of wind in two locations of your choice\n • Spike growth in one location of your choice\n • Wind wall in two locations of your choice\n To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless."},SpellsList["enemies abound"]={name:"Enemies Abound",classes:["bard","sorcerer","warlock","wizard"],source:[["X",155]],level:3,school:"Ench",time:"1 a",range:"120 ft",components:"V,S",duration:"Conc, 1 min",save:"Int",description:"1 crea save or regard all creatures it can see as enemies, random targeting; save when damaged to end",descriptionFull:"You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\n Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to."},SpellsList.enervation={name:"Enervation",classes:["sorcerer","warlock","wizard"],source:[["X",155]],level:5,school:"Necro",time:"1 a",range:"60 ft",components:"V,S",duration:"Conc, 1 min",save:"Dex",description:"1 crea 4d8+1d8/SL Necrotic dmg, action to repeat, I heal half; on save 2d8+1d8/SL dmg once; see B",descriptionShorter:"1 crea 4d8+1d8/SL Necro dmg, 1 a repeat, I heal half; saved 2d8+1d8/SL dmg once; see B",descriptionFull:"A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.\n Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes."+AtHigherLevels+"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.",dynamicDamageBonus:{extraDmgGroupsSameType:/(saved? )((?:\+?\d+d?\d*)+)(\+1d8\/SL)/i}},SpellsList["far step"]={name:"Far Step",classes:["sorcerer","warlock","wizard"],source:[["X",155]],level:5,school:"Conj",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",description:"At casting and as bonus action for duration, I can teleport 60 ft to a space I can see",descriptionFull:"You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again."},SpellsList["find greater steed"]={name:"Find Greater Steed",classes:["paladin"],source:[["X",156]],level:4,school:"Conj",time:"10 min",range:"30 ft",components:"V,S",duration:"Instantaneous",description:"Gain the services of a steed; can communicate with it telepathically; can share spells with it; see book",descriptionFull:"You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\n You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\n The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\n You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\n Whenever the mount disappears, it leaves behind any objects it was wearing or carrying."},SpellsList["guardian of nature"]={name:"Guardian of Nature",classes:["druid","ranger"],source:[["X",157]],level:4,school:"Trans",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",description:"I transform into a Primal Beast (offensive bonuses) or a Great Tree (defensive bonuses); see book",descriptionFull:"A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\n"+toUni("Primal Beast")+": Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n • Your walking speed increases by 10 feet.\n • You gain darkvision with a range of 120 feet.\n • You make Strength-based attack rolls with advantage.\n • Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\n"+toUni("Great Tree")+": Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n • You gain 10 temporary hit points.\n • You make Constitution saving throws with advantage.\n • You make Dexterity- and Wisdom-based attack rolls with advantage.\n • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies."},SpellsList["healing spirit"]={name:"Healing Spirit",classes:["druid","ranger"],source:[["X",157]],level:2,school:"Conj",time:"1 bns",range:"60 ft",components:"V,S",duration:"Conc, 1 min",description:"5-ft cube; any living crea I see start/enter heals 1d6+1d6/SL HP; 1+spell mod uses; bns a move it 30 ft",descriptionShorter:"5-ft cube; any living start/enter heals 1d6+1d6/SL HP; 1+spell mod uses; bns a move 30 ft",descriptionFull:"You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\n Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\n As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see."+AtHigherLevels+"When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd."},SpellsList["holy weapon"]={name:"Holy Weapon",classes:["cleric","paladin"],source:[["X",157]],level:5,school:"Evoc",time:"1 bns",range:"Touch",components:"V,S",duration:"Conc, 1 h",save:"Con",description:"Wea +2d8 Radiant dmg; bns a end spell: 30-ft rad all crea 4d8 Radiant dmg, blind; save half, no blind",descriptionShorter:"wea +2d8 Radiant dmg; bns a end: 30-ft rad all 4d8 Radiant dmg, blind; save half, no blind",descriptionFull:"You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\n As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.",dynamicDamageBonus:{multipleDmgMoments:!1,skipDmgGroupIfNotMultiple:/(wea .*?radiant dmg.*?)/i}},SpellsList["illusory dragon"]={name:"Illusory Dragon",classes:["wizard"],source:[["X",157]],level:8,school:"Illus",time:"1 a",range:"120 ft",components:"S",duration:"Conc, 1 min",save:"W/I",description:"Huge shadowy dragon; see: Wis save or fright.; bns a move 60 ft & breath wea 7d6 dmg; Int save half",descriptionShorter:"Huge illus.; see: Wis save or fright.; bns a move 60 ft & breath wea 7d6 dmg; Int save half",descriptionFull:"By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.\n When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\n As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\n The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.",dynamicDamageBonus:{multipleDmgTypes:{dmgTypes:["radiant","necrotic"],inDescriptionAs:""}}},SpellsList["infernal calling"]={name:"Infernal Calling",classes:["warlock","wizard"],source:[["X",158]],level:5,school:"Conj",time:"1 min",range:"90 ft",components:"V,S,Mƒ",compMaterial:"A ruby worth at least 999 gp",duration:"Conc, 1 h",description:"Summon 1 devil of CR 6+1/SL; hostile to all, obeys my command if to its liking or Cha check; see B",descriptionFull:"Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\n The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\n On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\n If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\n If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required."+AtHigherLevels+"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."},SpellsList.infestation={name:"Infestation",classes:["druid","sorcerer","warlock","wizard"],source:[["X",158]],level:0,school:"Conj",time:"1 a",range:"30 ft",components:"V,S,M",compMaterial:"A living flea",duration:"Instantaneous",save:"Con",description:"1 crea save or 1d6 Poison dmg and moved 5 ft in random direction; +1d6 at CL 5, 11, and 17",descriptionCantripDie:"1 crea save or `CD`d6 Poison dmg and moved 5 ft in random direction",descriptionFull:"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction:\n\n"+toUni("d4")+"\t"+toUni("Direction")+"\n 1\tNorth\n 2\tSouth\n 3\tEast\n 4\tWest\n\n This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\n The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."},SpellsList.invulnerability={name:"Invulnerability",classes:["wizard"],source:[["X",160]],level:9,school:"Abjur",time:"1 a",range:"Self",components:"V,S,M†",compMaterial:"A small piece of adamantine worth at least 500 gp, which the spell consumes",duration:"Conc, 10 min",description:"Immune to all damage until the spell ends (500gp cons.)",descriptionFull:"You are immune to all damage until the spell ends."},SpellsList["life transference"]={name:"Life Transference",classes:["cleric","wizard"],source:[["X",160]],level:3,school:"Necro",time:"1 a",range:"30 ft",components:"V,S",duration:"Instantaneous",description:"I take 4d8+1d8/SL Necrotic dmg (in full) and 1 crea in range I can see heals twice that in HP",descriptionFull:"You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take."+AtHigherLevels+"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."},SpellsList["maddening darkness"]={name:"Maddening Darkness",classes:["warlock","wizard"],source:[["X",160]],level:8,school:"Evoc",time:"1 a",range:"150 ft",components:"V,M",compMaterial:"A drop of pitch mixed with a drop of mercury",duration:"Conc, 10 min",save:"Wis",description:"60-ft rad darkness; darkvision, no light works; all crea starting turn in 8d8 Psychic dmg, save halves",descriptionShorter:"60-ft rad darkness; darkvision, no light works; all start turn in 8d8 Psychic dmg, save half",descriptionFull:"Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.\n Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one."},SpellsList["mass polymorph"]={name:"Mass Polymorph",classes:["bard","sorcerer","wizard"],source:[["X",160]],level:9,school:"Trans",time:"1 a",range:"120 ft",components:"V,S,M",compMaterial:"A caterpillar cocoon",duration:"Conc, 1 h",save:"Wis",description:"10 crea save or take chosen beast form of CR ≤ its CR or half its char. level; can only act as beast; see B",descriptionFull:"You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\n Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's 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 chosen beast, but the target retains its hit points, alignment, and personality.\n Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\n The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.\n The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment."},SpellsList["mental prison"]={name:"Mental Prison",classes:["sorcerer","warlock","wizard"],source:[["X",161]],level:6,school:"Illus",time:"1 a",range:"60 ft",components:"S",duration:"Conc, 1 min",save:"Int",description:"1 crea 5d10 Psychic dmg; save or restrained, blind, deaf, and if moved: 10d10 dmg, ends; charm effect",descriptionShorter:"1 crea 5d10 Psychic dmg; save or restrained, blind, deaf, if move: 10d10 dmg, ends; charm",descriptionFull:"You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.",dynamicDamageBonus:{multipleDmgMoments:!1,extraDmgGroupsSameType:/(if moved?: )((?:\+?\d+d?\d*)+)/i}},SpellsList["mighty fortress"]={name:"Mighty Fortress",classes:["wizard"],source:[["X",161]],level:8,school:"Conj",time:"1 min",range:"1 mile",components:"V,S,M†",compMaterial:"A diamond worth at least 500 gp, which the spell consumes",duration:"Instantaneous",description:"Create a stone fortress 120 ft on a side for 7 days; see book for effects (500gp cons.)",descriptionFull:"A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\n The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.\n A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\n A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\n The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.\n After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\n Casting this spell on the same spot once every 7 days for a year makes the fortress permanent."},SpellsList["mind spike"]={name:"Mind Spike",classes:["sorcerer","warlock","wizard"],source:[["X",162]],level:2,school:"Div",time:"1 a",range:"60 ft",components:"S",duration:"Conc, 1 h",save:"Wis",description:"1 crea 3d8+1d8/SL Psychic dmg, know its location, can't be invis for me; save half, no other benefits",descriptionShorter:"1 crea 3d8+1d8/SL Psychic dmg, know its location, can't be invis for me; save half, not rest",descriptionFull:"You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you."+AtHigherLevels+"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.",dynamicDamageBonus:{multipleDmgMoments:!1}},SpellsList["negative energy flood"]={name:"Negative Energy Flood",classes:["warlock","wizard"],source:[["X",163]],level:5,school:"Necro",time:"1 a",range:"60 ft",components:"V,M",compMaterial:"A broken bone and a square of black silk",duration:"Instantaneous",save:"Con",description:"1 crea: living 5d12 Necrotic dmg, save halves, rises as zombie if killed; undead 5d12/2 temp HP",descriptionFull:"You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\n If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points."},SpellsList["power word pain"]={name:"Power Word Pain",classes:["sorcerer","warlock","wizard"],source:[["X",163]],level:7,school:"Ench",time:"1 a",range:"60 ft",components:"V",duration:"Instantaneous",description:"1 crea with 100 HP or less disadv. atk/check/save, conc. save to cast; save/rnd to end; charm effect",descriptionFull:"You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\n While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\n A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends."},SpellsList["primal savagery"]={name:"Primal Savagery",classes:["druid"],source:[["X",163]],level:0,school:"Trans",time:"1 a",range:"Self",components:"S",duration:"Instantaneous",description:"Melee spell attack, 5 ft range, for 1d10 Acid dmg; +1d10 at CL 5, 11, and 17",descriptionCantripDie:"Melee spell attack, 5 ft range, for `CD`d10 Acid dmg",descriptionFull:"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\n The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)."},SpellsList["psychic scream"]={name:"Psychic Scream",classes:["bard","sorcerer","warlock","wizard"],source:[["X",163]],level:9,school:"Ench",time:"1 a",range:"90 ft",components:"S",duration:"Instantaneous",save:"Int",description:"10 crea Int>2 save or 14d6 Psychic dmg and stunned; save halves, no stun; end of turn save to stop",descriptionFull:"You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\n Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.\n A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends."},SpellsList.scatter={name:"Scatter",classes:["sorcerer","warlock","wizard"],source:[["X",164]],level:6,school:"Conj",time:"1 a",range:"30 ft",components:"V",duration:"Instantaneous",save:"Wis",description:"Up to 5 creatures in range, save or teleported 120 ft to a different space I can see on the ground",descriptionFull:"The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor."},SpellsList["shadow blade"]={name:"Shadow Blade",classes:["sorcerer","warlock","wizard"],source:[["X",164]],level:2,school:"Illus",time:"1 bns",range:"Self",components:"V,S",duration:"Conc, 1 min",description:"Sword 2d8 Psychic dmg, finesse, light, thrown (20/60 ft), adv. if target in dim/dark; +1d8 at SL3/5/7",descriptionMetric:"Sword: 2d8 Psychic dmg, finesse, light, thrown (6/18 m), adv. if target in dim/dark; +1d8 at SL3/5/7",descriptionShorter:"Sword 2d8 Psychic dmg, finesse, light, thrown (20/60ft), adv. in dim/dark; +1d8 SL3/5/7",descriptionShorterMetric:"Sword 2d8 Psychic dmg, finesse, light, thrown (6/18 m), adv. in dim/dark; +1d8 SL3/5/7",descriptionFull:"You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\n If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand."+AtHigherLevels+"When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8."},WeaponsList["shadow blade"]={regExpSearch:/(?=.*shadow)(?=.*blade).*$/i,name:"Shadow Blade",source:[["X",164]],list:"spell",ability:1,type:"Simple",damage:[2,8,"psychic"],range:"Melee, 20/60 ft",description:"Finesse, light, thrown; +1d8 at SL3/5/7; Adv. if target in dim light/darkness",abilitytodamage:!0,isAlwaysProf:!0,useSpellcastingAbility:!1},SpellsList["shadow of moil"]={name:"Shadow of Moil",classes:["warlock"],source:[["X",164]],level:4,school:"Necro",time:"1 a",range:"Self",components:"V,S,Mƒ",compMaterial:"An undead eyeball encased in a gem worth at least 150 gp",duration:"Conc, 1 min",description:"Me: heavy obsc., Radiant resistance; 10-ft rad: 1 step darker, hit vs. me get 2d8 Necrotic dmg (150gp)",descriptionShorter:"Me: hvy obsc., Radiant resist; 10-ft rad: 1 step darker, hit vs. me 2d8 Necrotic dmg (150gp)",descriptionFull:"Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\n Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage."},SpellsList["sickening radiance"]={name:"Sickening Radiance",classes:["sorcerer","warlock","wizard"],source:[["X",164]],level:4,school:"Evoc",time:"1 a",range:"120 ft",components:"V,S",duration:"Conc, 10 min",save:"Con",description:"30-ft rad all enter/start turn save or 4d10 Radiant dmg, 1 level of exhaustion, and emit 5-ft rad light",descriptionShorter:"30-ft rad all enter/start turn save or 4d10 Radiant dmg, 1 lvl exhaust., emit 5-ft rad light",descriptionFull:"Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\n When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends."},SpellsList["skill empowerment"]={name:"Skill Empowerment",classes:["artificer","bard","sorcerer","wizard"],source:[["X",165]],level:5,school:"Trans",time:"1 a",range:"Touch",components:"V,S",duration:"Conc, 1 h",description:"1 willing creature gains expertise in one skill of my choice that it is proficient with for the duration",descriptionFull:"Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\n You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus."},SpellsList.snare={name:"Snare",classes:["artificer","druid","ranger","wizard"],source:[["X",165]],level:1,school:"Abjur",time:"1 min",range:"Touch",components:"S,M†",compMaterial:"25 feet of rope, which the spell consumes",duration:"8 h, till trigger",save:"Dex",description:"5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp)",descriptionFull:"As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\n This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\n The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\n A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\n After the trap is triggered, the spell ends when no creature is restrained by it."},SpellsList["soul cage"]={name:"Soul Cage",classes:["warlock","wizard"],source:[["X",165]],level:6,school:"Necro",time:"1 rea",timeFull:"1 reaction, which you take when a humanoid you can see within 60 feet of you dies",range:"60 ft",components:"V,S,Mƒ",compMaterial:"A tiny silver cage worth 100 gp",duration:"8 h",description:"As a reaction when humanoid in range dies, I capture their soul in a tiny cage; see book (100gp)",descriptionFull:"This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.\n "+toUni("Steal Life")+": You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n "+toUni("Query Soul")+": You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n "+toUni("Borrow Experience")+": You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.\n "+toUni("Eyes of the Dead")+": You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses\n A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged."},SpellsList["steel wind strike"]={name:"Steel Wind Strike",classes:["ranger","wizard"],source:[["X",166]],level:5,school:"Conj",time:"1 a",range:"30 ft",components:"S,Mƒ",compMaterial:"A melee weapon worth at least 1 sp",duration:"Instantaneous",description:"Melee spell attack vs. 5 crea in range; 6d10 Force dmg on hit; after, I teleport next to one target",descriptionFull:"You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\n You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed."},SpellsList["summon greater demon"]={name:"Summon Greater Demon",classes:["warlock","wizard"],source:[["X",166]],level:4,school:"Conj",time:"1 a",range:"60 ft",components:"V,S,M",compMaterial:"A vial of blood from a humanoid killed within the past 24 hours",duration:"Conc, 1 h",save:"Cha",description:"Summon 1 demon of CR 5+1/SL that obeys me; end of each of its turn, save to break free; see book",descriptionFull:"You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\n Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\n At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.\n As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends."+AtHigherLevels+"When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th."},SpellsList["summon lesser demons"]={name:"Summon Lesser Demons",classes:["warlock","wizard"],source:[["X",167]],level:3,school:"Conj",time:"1 a",range:"60 ft",components:"V,S,M",compMaterial:"A vial of blood from a humanoid killed within the past 24 hours",duration:"Conc, 1 h",description:"Summon up to 8 (16 at SL6, 24 at SL8) CR ≤1 1 demons, DM choice; attack nearest non-demons",descriptionFull:"You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\n\n "+toUni("d6")+"\t"+toUni("Demons Summoned")+"\n 1-2\tTwo demons of challenge rating 1 or lower\n 3-4\tFour demons of challenge rating 1/2 or lower\n 5-6\tEight demons of challenge rating 1/4 or lower\n\n The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\n The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\n As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends."+AtHigherLevels+"When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons."},SpellsList["synaptic static"]={name:"Synaptic Static",classes:["bard","sorcerer","warlock","wizard"],source:[["X",167]],level:5,school:"Ench",time:"1 a",range:"120 ft",components:"V,S",duration:"Instant, 1 min",save:"Int",description:"20-ft rad all crea Int>2 save or 8d6 Psychic dmg, -1d6 on atks/check/conc. save; save half, no -1d6",descriptionShorter:"20-ft rad all crea Int>2 save or 8d6 Psychic dmg, -1d6 on atk/chk/conc save; save half, no -1d6",descriptionFull:"You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\n After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success."},SpellsList["temple of the gods"]={name:"Temple of the Gods",classes:["cleric"],source:[["X",167]],level:7,school:"Conj",time:"1 h",range:"120 ft",components:"V,S,Mƒ",compMaterial:"A holy symbol worth at least 5 gp",duration:"24 h",description:"Create a temple 120 ft on a side to the deity of a holy symbol used; see book for effects",descriptionFull:"You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\n You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\n The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\n The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\n In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.\n Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\n The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\n Casting this spell on the same spot once every 7 days for a year makes this effect permanent."},SpellsList["tenser's transformation"]={name:"Tenser's Transformation",classes:["wizard"],source:[["X",168]],level:6,school:"Trans",time:"1 a",range:"Self",components:"V,S,M",compMaterial:"A few hairs from a bull",duration:"Conc, 10 min",description:"50 temp HP; prof Str/Con save, all wea/arm; extra atk; adv., wea atks +2d12 Force dmg; no spellc.",descriptionShorter:"50 temp HP; prof Str/Con save, wea/arm; +1 atk; adv, wea atks +2d12 Force dmg; no spellc",descriptionFull:"You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:\n • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n • You have advantage on attack rolls that you make with simple and martial weapons.\n • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n • You have proficiency with all armor, shields, simple weapons, and martial weapons.\n • You have proficiency in Strength and Constitution saving throws.\n • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\n Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion."},SpellsList["thunder step"]={name:"Thunder Step",classes:["sorcerer","warlock","wizard"],source:[["X",168]],level:3,school:"Conj",time:"1 a",range:"90 ft",components:"V",duration:"Instantaneous",save:"Con",description:"Me + 1 willing crea teleport 90 ft; all crea in 10 ft of origin 3d10+1d10/SL Thunder dmg; save half",descriptionShorter:"Me + 1 willing crea teleport 90 ft; all in 10 ft of origin 3d10+1d10/SL Thunder dmg; save half",descriptionFull:"You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\n You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport 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, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind."+AtHigherLevels+"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd."},SpellsList["tiny servant"]={name:"Tiny Servant",classes:["artificer","wizard"],source:[["X",168]],level:3,school:"Trans",time:"1 min",range:"Touch",components:"V,S",duration:"8 h",description:"Animate 1+2/SL Tiny, nonmagical, unattended obj as tiny servants; bns a to command telepathically",descriptionFull:"You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the Tiny Servant stat block for its statistics.\n As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\n When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form."+AtHigherLevels+"When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd."},SpellsList["toll the dead"]={name:"Toll the Dead",classes:["cleric","warlock","wizard"],source:[["X",169],["UA:SS",4]],level:0,school:"Necro",time:"1 a",range:"60 ft",components:"V,S",duration:"Instantaneous",save:"Wis",description:"1 crea save or 1d12 Necrotic dmg (d8 instead of d12 if at full HP); +1d12/1d8 at CL 5, 11, & 17",descriptionCantripDie:"1 crea save or `CD`d12 Necrotic damage (d8 instead of d12 if at full HP)",descriptionFull:"You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\n The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12)."},SpellsList["wall of light"]={name:"Wall of Light",classes:["sorcerer","warlock","wizard"],source:[["X",170]],level:5,school:"Evoc",time:"1 a",range:"120 ft",components:"V,S,M",compMaterial:"A hand mirror",duration:"Conc, 10 min",save:"Con",description:"60×5×10ft (l×w×h) 4d8+1d8/SL Radiant dmg & blind; save half, not blind; 1 a rngd spell atk; see B",descriptionShorter:"60|5|10ft (l|w|h) 4d8+1d8/SL Radiant dmg, blind; save half, no blind; 1 a rngd atk; see B",descriptionMetric:"18×1,5×3m (l×w×h) 4d8+1d8/SL Radiant dmg & blind; save half, not blind; 1 a rngd spell atk; see B",descriptionShorterMetric:"18|1,5|3m (l|w|h) 4d8+1d8/SL Radiant dmg, blind; save half, no blind; 1 a rngd atk; see B",descriptionFull:"A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\n When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n A creature that ends its turn in the wall's area takes 4d8 radiant damage.\n Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends."+AtHigherLevels+"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."},SpellsList["word of radiance"]={name:"Word of Radiance",classes:["cleric"],source:[["X",171]],level:0,school:"Evoc",time:"1 a",range:"5 ft",components:"V,M",compMaterial:"A holy symbol",duration:"Instantaneous",save:"Con",description:"Any crea within range save or 1d6 Radiant damage; +1d6 at CL 5, 11, and 17",descriptionCantripDie:"Any crea within range save or `CD`d6 Radiant damage",descriptionFull:"You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\n The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."},SpellsList["wrath of nature"]={name:"Wrath of Nature",classes:["druid","ranger"],source:[["X",171]],level:5,school:"Evoc",time:"1 a",range:"120 ft",components:"V,S",duration:"Conc, 1 min",description:"60-ft cu dif. ter.; rock: rngd atk 3d8 Bludg. dmg; tree: Dex or 4d6 Slash. dmg; root: Str or restr.; see B",descriptionShorter:"60-ft cu dif. ter.; rock: atk 3d8 Bludg. dmg; tree: Dex or 4d6 Slash. dmg; root: Str or restrain",descriptionFull:"You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\n "+toUni("Grasses and Undergrowth")+": Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n "+toUni("Trees")+": At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n "+toUni("Roots and Vines")+": At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\n "+toUni("Rocks")+": As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone."},SpellsList["zephyr strike"]={name:"Zephyr Strike",classes:["ranger"],source:[["X",171]],level:1,school:"Trans",time:"1 bns",range:"Self",components:"V",duration:"Conc, 1 min",description:"Moving doesn't provoke opportunity atks; once: adv. on wea atk, +1d8 Force dmg, +30 ft spd for turn",descriptionShorter:"Moving doesn't provoke opport. atks; once: adv. on wea atk, +1d8 Force dmg, +30 ft spd for turn",descriptionFull:"You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.\n Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.",dynamicDamageBonus:{multipleDmgMoments:!1}},WeaponsList["create bonfire"]={regExpSearch:/^(?=.*create)(?=.*bonfire).*$/i,name:"Create Bonfire",source:[["X",152],["E",16]],list:"spell",ability:6,type:"Cantrip",damage:["C",8,"fire"],range:"60 ft",description:"5-ft cube; Dex save at casting or when moved into, success - no damage; Conc, 1 min",abilitytodamage:!1,dc:!0},WeaponsList.frostbite={regExpSearch:/frostbite/i,name:"Frostbite",source:[["X",156],["E",18]],list:"spell",ability:6,type:"Cantrip",damage:["C",6,"cold"],range:"60 ft",description:"Con save, success - no damage, fail - also disadv. on next weapon attack roll in next turn; 1 creature",abilitytodamage:!1,dc:!0},WeaponsList.infestation={regExpSearch:/infestation/i,name:"Infestation",source:[["X",158]],list:"spell",ability:6,type:"Cantrip",damage:["C",6,"poison"],range:"30 ft",description:"Con save, success - no damage, fail - target also moved 5 ft in random direction",abilitytodamage:!1,dc:!0},WeaponsList["magic stone"]={regExpSearch:/^(?=.*magic)(?=.*stone).*$/i,name:"Magic Stone",source:[["X",160],["E",20]],list:"spell",ability:5,type:"Cantrip",damage:[1,6,"bludgeoning"],range:"60/120 ft",description:"Produces 3 stones that each can be thrown (60 ft) or hurled with a sling (120 ft) as a spell attack",abilitytodamage:!0},WeaponsList["primal savagery"]={regExpSearch:/^(?=.*primal)(?=.*savagery).*$/i,name:"Primal Savagery",source:[["X",169]],list:"spell",ability:5,type:"Cantrip",damage:["C",10,"acid"],range:"Melee (5 ft)",description:"",abilitytodamage:!1},WeaponsList.thunderclap={regExpSearch:/thunderclap/i,name:"Thunderclap",source:[["X",168],["E",22]],list:"spell",ability:6,type:"Cantrip",damage:["C",6,"thunder"],range:"5-ft radius",description:"Con save, success - no damage; all creatures in area; audible in 100 ft",abilitytodamage:!1,dc:!0},WeaponsList["toll the dead"]={regExpSearch:/^(?=.*toll)(?=.*the)(?=.*dead).*$/i,name:"Toll the Dead",source:[["X",169],["UA:SS",4]],list:"spell",ability:5,type:"Cantrip",damage:["C",12,"necrotic"],range:"60 ft",description:"Wis save, success - no damage; If target is at full HP, d8 instead of d12 damage",abilitytodamage:!1,dc:!0},WeaponsList["word of radiance"]={regExpSearch:/^(?=.*word)(?=.*radiance).*$/i,name:"Word of Radiance",source:[["X",171]],list:"spell",ability:5,type:"Cantrip",damage:["C",6,"radiant"],range:"5-ft radius",description:"Con save, success - no damage; Only chosen creatures I can see are affected",abilitytodamage:!1,dc:!0},CompanionList.steed={name:"Find Greater Steed",nameTooltip:"the Find Greater Steed spell",nameOrigin:"4th-level conjuration spell",nameMenu:"Greater steed (Find Greater Steed spell)",source:[["X",156]],action:[["action","Find Greater Steed (dismiss)"]],attributesAdd:{header:"Mount",type:["Celestial","Fey","Fiend"],subtype:"",features:[{name:"Find Greater Steed",description:"If dropped to 0 HP, the steed disappears, leaving behind no physical form."}],languages:"understands one language its master speaks (master's choice)"},attributesChange:function(e,a){a.scores[3]<6&&(a.scores[3]=6)},notes:function(){var e;if(CompanionList.mount)return(e=newObj(CompanionList.mount.notes))[0].description=e[0].description.replace(/It assumes a chosen form.*/i,"It has the chosen form: griffon, pegasus, peryton, dire wolf, rhinoceros, or saber-toothed tiger"),e}()},CreatureList["tiny servant"]={name:"Tiny Servant",source:[["X",169]],size:5,type:"Construct",alignment:"Unaligned",ac:15,hp:10,hd:[4,4],speed:"30 ft, climb 30 ft",scores:[4,16,10,2,10,1],damage_immunities:"poison, psychic",condition_immunities:"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",senses:"Blindsight 60 ft (blind beyond this radius)",passivePerception:10,challengeRating:"0",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Slam",ability:2,damage:[1,4,"bludgeoning"],range:"Melee (5 ft)",description:""}]},MagicItemsList["adamantine ammunition"]={name:"Adamantine Ammunition",source:[["X",78]],type:"weapon (any ammunition)",rarity:"unknown",description:"Whenever a ammunition made or coated with adamantine hits an object, the hit is a critical hit. The adamantine version of ten pieces of ammunition costs 500 gp more than the normal version, whether the ammunition is made of the metal or coated with it.",descriptionFull:"Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit.\n The adamantine version of ten pieces of ammunition costs 500 gp more than the normal version, whether the ammunition is made of the metal or coated with it.",allowDuplicates:!0,chooseGear:{type:"ammo",prefixOrSuffix:"brackets",itemName1stPage:["suffix","Adamantine"],descriptionChange:["replace","ammunition"],excludeCheck:function(e,a){return/vials|flasks/i.test(a.icon)}}},MagicItemsList["adamantine weapon"]={name:"Adamantine Weapon",source:[["X",78]],type:"weapon (any melee)",rarity:"unknown",description:"Whenever a weapon made or coated with adamantine hits an object, the hit is a critical hit. The adamantine version of a melee weapon costs 500 gp more than the normal version, whether the weapon is made of the metal or coated with it.",descriptionFull:"Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit.\n The adamantine version of a melee weapon costs 500 gp more than the normal version, whether the weapon is made of the metal or coated with it.",allowDuplicates:!0,chooseGear:{type:"weapon",prefixOrSuffix:"brackets",itemName1stPage:["suffix","Adamantine"],descriptionChange:["replace","weapon"],excludeCheck:function(e,a){return"melee"!=a.list}},calcChanges:{atkAdd:[function(e,a){"melee"==a.theWea.list&&/adamantine/i.test(a.WeaponTextName)&&(e.Description+=(e.Description?"; ":"")+"Always critical hits on objects")},'If I include the word "Adamantine" in the name of a melee weapon, it will be treated as the magic item Adamantine Weapon. Whenever it hits an object, it automatically scores a critical hit.']}},MagicItemsList["armor of gleaming"]={name:"Armor of Gleaming",nameTest:"of Gleaming",source:[["X",136]],type:"armor (medium, or heavy)",rarity:"common",description:"This armor never gets dirty.",descriptionFull:"This armor never gets dirty.",allowDuplicates:!0,chooseGear:{type:"armor",prefixOrSuffix:"prefix",descriptionChange:["prefix","armor"],excludeCheck:function(e,a){return!/medium|heavy/i.test(a.type)}}},MagicItemsList["bead of nourishment"]={name:"Bead of Nourishment",source:[["X",136]],type:"wondrous item",rarity:"common",description:"Once I can eat this spongy, flavorless, gelatinous bead. It dissolves on my tongue and provides as much nourishment as 1 day of rations.",descriptionFull:"This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations."},MagicItemsList["bead of refreshment"]={name:"Bead of Refreshment",source:[["X",136]],type:"wondrous item",rarity:"common",description:"Once I can drop this spongy, flavorless, gelatinous bead in liquid. It dissolves in the liquid and transforms up to a pint of it into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.",descriptionFull:"This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison."},MagicItemsList["boots of false tracks"]={name:"Boots of False Tracks",source:[["X",136]],type:"wondrous item",rarity:"common",description:"Only humanoids can wear these boots. While wearing the boots, I can choose to have them leave tracks like those of another kind of humanoid of my size.",descriptionFull:"Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size."},MagicItemsList["candle of the deep"]={name:"Candle of the Deep",source:[["X",136]],type:"wondrous item",rarity:"common",description:"The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.",descriptionFull:"The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle."},MagicItemsList["cast-off armor"]={name:"Cast-Off Armor",nameTest:"Cast-Off",source:[["X",136]],type:"armor (light, medium, or heavy)",rarity:"common",description:"As an action, I can doff this armor.",descriptionFull:"You can doff this armor as an action.",attunement:!0,chooseGear:{type:"armor",prefixOrSuffix:"suffix",descriptionChange:["prefix","armor"]},action:[["action",""]]},MagicItemsList["charlatan's die"]={name:"Charlatan's Die",source:[["X",136]],type:"wondrous item",rarity:"common",description:"Whenever I roll this six-sided die, I can control which number it rolls.",descriptionFull:"Whenever you roll this six-sided die, you can control which number it rolls.",attunement:!0},MagicItemsList["cloak of billowing"]={name:"Cloak of Billowing",source:[["X",136]],type:"wondrous item",rarity:"common",description:"As a bonus action while wearing this cloak, I can make it billow dramatically.",descriptionFull:"While wearing this cloak, you can use a bonus action to make it billow dramatically.",action:[["bonus action",""]]},MagicItemsList["cloak of many fashions"]={name:"Cloak of Many Fashions",source:[["X",136],["WBtW",208]],type:"wondrous item",rarity:"common",description:"As a bonus action while wearing this cloak, I can change its style, color, and apparent qualities. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.",descriptionFull:"While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.",action:[["bonus action",""]]},MagicItemsList["clockwork amulet"]={name:"Clockwork Amulet",source:[["X",137]],type:"wondrous item",rarity:"common",description:"Once per dawn when I make an attack roll while wearing this copper amulet, I can forgo rolling the d20 to get a 10 on the die. The amulet contains tiny interlocking gears powered by magic from Mechanus, a plane of clockwork predictability. When I hold it up to my ear, I can hear faint ticking and whirring noises.",descriptionFull:"This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.\n When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used. this property can't be used again until the next dawn.",usages:1,recovery:"dawn"},MagicItemsList["clothes of mending"]={name:"Clothes of Mending",source:[["X",137]],type:"wondrous item",rarity:"common",description:"This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.",descriptionFull:"This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.",weight:4},MagicItemsList["dark shard amulet"]={name:"Dark Shard Amulet",source:[["X",137]],type:"wondrous item",rarity:"common",description:"I can use this amulet of extraplanar material from the realm of my warlock patron as a spellcasting focus for my warlock spells. Once per long rest, I can use it to cast a warlock cantrip that I don't know. To do so, I must make a DC 10 Intelligence (Arcana) check, wasting the attempt as well as my action if I fail.",descriptionFull:"This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:\n • You can use the amulet as a spellcasting focus for your warlock spells.\n • You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.",attunement:!0,prerequisite:"Requires attunement by a warlock",prereqeval:function(e){return!!classes.known.warlock},usages:1,recovery:"long rest",calcChanges:{spellList:[function(e,a,t){if("dark shard amulet"===a){var n,i,o=[];for(n in CurrentSpells)"item"!==n.refType&&((i=CurrentSpells[n]).selectCa&&(o=o.concat(i.selectCa)),i.selectBo)&&(o=o.concat(i.selectBo));a=OrderSpells(o,"single",!1,!1,0);e.notspells||(e.notspells=[]),e.notspells=e.notspells.concat(a)}}],spellAdd:[function(e,a,t,n){"warlock-dark shard amulet"==t&&(a.firstCol="")}]},eval:function(){CurrentSpells["warlock-dark shard amulet"]={name:"Dark Shard Amulet (item)",ability:"warlock",list:{class:"warlock",level:[0,0]},known:{cantrips:0,spells:"list"},bonus:{bon1:{name:'Just select "Full List"',spells:[]},bon2:{name:"on the bottom left",spells:[]}},typeList:4,refType:"item",allowUpCasting:!0,firstCol:""},SetStringifieds("spells"),CurrentUpdates.types.push("spells")},removeeval:function(){delete CurrentSpells["dark shard amulet"],SetStringifieds("spells"),CurrentUpdates.types.push("spells")}},MagicItemsList["dread helm"]={name:"Dread Helm",source:[["X",137],["WBtW",209]],type:"wondrous item",rarity:"common",description:"This fearsome steel helm makes my eyes glow red while I wear it.",descriptionFull:"This fearsome steel helm makes your eyes glow red while you wear it.",weight:1},MagicItemsList["ear horn of hearing"]={name:"Ear Horn of Hearing",source:[["X",137]],type:"wondrous item",rarity:"common",description:"While held up to my ear, this horn suppresses the effects of the deafened condition on me, allowing me to hear normally.",descriptionFull:"While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.",savetxt:{immune:["deafened"]},weight:1},MagicItemsList["enduring spellbook"]={name:"Enduring Spellbook",source:[["X",137]],type:"wondrous item",rarity:"common",description:"This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.",descriptionFull:"This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.",weight:5},MagicItemsList["ersatz eye"]={name:"Ersatz Eye",source:[["X",137],["W",267]],type:"wondrous item",rarity:"common",description:"This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in my eye socket, it can't be removed by anyone other than me, and I can see through the tiny orb as though it were a normal eye.",descriptionFull:"This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.",attunement:!0},MagicItemsList["hat of vermin"]={name:"Hat of Vermin",source:[["X",137]],type:"wondrous item",rarity:"common",description:"This hat has 3 charges, regaining all at dawn. As an action while holding it, I can expend 1 charge and speak a command word to have one bat, frog, or rat appear in the hat. The creature acts as an ordinary member of its kind and disappears after 1 hour or when it has 0 HP. It is not under my control.",descriptionFull:"This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.",action:[["action",""]],usages:3,recovery:"dawn"},MagicItemsList["hat of wizardry"]={name:"Hat of Wizardry",source:[["X",137]],type:"wondrous item",rarity:"common",description:"I can use this antiquated, cone-shaped hat adorned with gold crescent moons and stars as a spellcasting focus for my wizard spells. Once per long rest, I can use it to cast a wizard cantrip that I don't know. To do so, I must make a DC 10 Intelligence (Arcana) check, wasting the attempt as well as my action if I fail.",descriptionFull:"This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:\n • You can use the hat as a spellcasting focus for your wizard spells.\n • You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.",attunement:!0,prerequisite:"Requires attunement by a wizard",prereqeval:function(e){return!!classes.known.wizard},usages:1,recovery:"long rest",eval:function(){CurrentSpells["hat of wizardry"]={name:"Hat of Wizardry (item)",ability:"wizard",list:{class:"wizard",level:[0,0]},known:{cantrips:0,spells:"list"},bonus:{bon1:{name:'Just select "Full List"',spells:[]},bon2:{name:"on the bottom left",spells:[]}},typeList:4,refType:"item",allowUpCasting:!0,firstCol:""},SetStringifieds("spells"),CurrentUpdates.types.push("spells")},removeeval:function(){delete CurrentSpells["hat of wizardry"],SetStringifieds("spells"),CurrentUpdates.types.push("spells")},calcChanges:{spellList:[function(e,a,t){if("hat of wizardry"===a){var n,i,o=[];for(n in CurrentSpells)"item"!==n.refType&&((i=CurrentSpells[n]).selectCa&&(o=o.concat(i.selectCa)),i.selectBo)&&(o=o.concat(i.selectBo));a=OrderSpells(o,"single",!1,!1,0);e.notspells||(e.notspells=[]),e.notspells=e.notspells.concat(a)}}],spellAdd:[function(e,a,t,n){"hat of wizardry"===t&&(a.firstCol="")}]}},MagicItemsList["heward's handy spice pouch"]={name:"Heward's Handy Spice Pouch",source:[["X",137]],type:"wondrous item",rarity:"common",description:"This belt pouch appears empty. It has 10 charges, regaining 1d6+4 expended charges at dawn. As an action while holding it, I can speak the name of any nonmagical food seasoning (e.g. salt, pepper, or saffron), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal.",descriptionFull:"This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.",weight:1,usages:10,recovery:"dawn",additional:"regains 1d6+4"},MagicItemsList["horn of silent alarm"]={name:"Horn of Silent Alarm",source:[["X",137]],type:"wondrous item",rarity:"common",description:"This horn has 4 charges, regaining 1d4 expended charges daily at dawn. As an action, I can expend 1 charge and blow it, have only one creature within 600 ft of my choice hear the horn's blare, provided it isn't deafened. No other creature hears sound coming from the horn.",descriptionFull:"This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.",weight:2,usages:4,recovery:"dawn",additional:"regains 1d4",action:[["action",""]]},MagicItemsList["instrument of illusions"]={name:"Instrument of Illusions",source:[["X",137]],type:"wondrous item (instrument)",rarity:"common",description:"While I am playing this musical instrument, I can create harmless, illusory visual effects within a 5-ft-radius (15-ft for bards) sphere centered on the instrument. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when I stop playing.",descriptionFull:"While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.",attunement:!0,weight:3,choices:["Bard (15-ft radius)","Not a Bard (5-ft radius)"],selfChoosing:function(){return classes.known.bard?"bard (15-ft radius)":"not a bard (5-ft radius)"},"bard (15-ft radius)":{name:"Instrument  of Illusions",description:"While I am playing this musical instrument, I can create harmless, illusory visual effects within a 15-ft-radius sphere centered on the instrument. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when I stop playing."},"not a bard (5-ft radius)":{name:"Instrument   of Illusions",description:"While I am playing this musical instrument, I can create harmless, illusory visual effects within a 5-ft-radius sphere centered on the instrument. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when I stop playing."}},MagicItemsList["instrument of scribing"]={name:"Instrument of Scribing",source:[["X",138],["WBtW",212]],type:"wondrous item (instrument)",rarity:"common",description:"As an action while I'm playing this musical instrument, I can write a magical message on a nonmagical surface that I can see within 30 ft. The message can be up to 6 (or 7) words in a language I know and fades away after 24 hours or when Dispel Magic is cast on it. The instrument can be used like this 3 times per dawn.",descriptionFull:"This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting Dispel Magic on the message erases it. Otherwise, the message fades away after 24 hours.\n The instrument regains all expended charges daily at dawn.",attunement:!0,weight:3,choices:["Bard (15-ft radius)","Not a Bard (5-ft radius)"],selfChoosing:function(){return classes.known.bard?"bard (15-ft radius)":"not a bard (5-ft radius)"},"bard (15-ft radius)":{name:"Instrument  of Scribing",description:"As an action while I'm playing this musical instrument, I can write a magical message on a nonmagical surface that I can see within 30 ft. The message can be up to 7 words in a language I know and I can have it glow faintly. Dispel Magic erases it, otherwise it fades away after 24 hours. This can be used 3 times per dawn."},"not a bard (5-ft radius)":{name:"Instrument   of Scribing",description:"As an action while I'm playing this musical instrument, I can write a magical message on a nonmagical surface that I can see within 30 ft. The message can be up to 6 words in a language I know and fades away after 24 hours or when Dispel Magic is cast on it. The instrument can be used like this 3 times per dawn."}},MagicItemsList["lock of trickery"]={name:"Lock of Trickery",source:[["X",138]],type:"wondrous item",rarity:"common",description:"This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check, but has disadvantage on that check.",descriptionFull:"This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. Thus, without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check, but has disadvantage on that check.",weight:1},MagicItemsList["moon-touched sword"]={name:"Moon-Touched Sword",nameTest:"Moon-Touched",source:[["X",138]],type:"weapon (any sword)",rarity:"common",description:"In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-ft radius and dim light for an additional 15 ft.",descriptionFull:"In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.",chooseGear:{type:"weapon",prefixOrSuffix:"suffix",descriptionChange:["replace","sword"],excludeCheck:function(e,a){var t=/sword|scimitar|rapier/i;return!(t.test(e)||a.baseWeapon&&t.test(a.baseWeapon))}},calcChanges:{atkAdd:[function(e,a){!a.theWea.isMagicWeapon&&a.isMeleeWeapon&&/sword|scimitar|rapier/i.test(a.baseWeaponName)&&/moon.touched/i.test(a.WeaponTextName)&&(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,""))},'If I include the words "Moon-Touched" in the name of a sword, it will be treated as the magic weapon Moon-Touched Sword.']}},MagicItemsList["mystery key"]={name:"Mystery Key",source:[["X",138]],type:"wondrous item",rarity:"common",description:"A question mark is worked into the head of this key. The key has a 5% chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.",descriptionFull:"A question mark is worked into the head of this key. The key has a 5% chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears."},MagicItemsList["orb of direction"]={name:"Orb of Direction",source:[["X",138],["WBtW",212]],type:"wondrous item",rarity:"common",description:"As an action while holding this orb, I can determine which way is north. This property functions only on the Material Plane.",descriptionFull:"While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.",weight:3,action:[["action",""]]},MagicItemsList["orb of time"]={name:"Orb of Time",source:[["X",138]],type:"wondrous item",rarity:"common",description:"As an action while holding this orb, I can determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.",descriptionFull:"While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.",weight:3,action:[["action",""]]},MagicItemsList["perfume of bewitching"]={name:"Perfume of Bewitching",source:[["X",138]],type:"wondrous item",rarity:"common",description:"Once as an action, I can apply the perfume in this tiny vial to myself and its effect lasts 1 hour. For the duration, I have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.",descriptionFull:"This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic."},MagicItemsList["pipe of smoke monsters"]={name:"Pipe of Smoke Monsters",source:[["X",138],["WBtW",212]],type:"wondrous item",rarity:"common",description:"As an action while smoking this pipe, I can exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-ft cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.",descriptionFull:"While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke."},MagicItemsList["pole of angling"]={name:"Pole of Angling",source:[["X",138]],type:"wondrous item",rarity:"common",description:"While holding this 10 ft pole, I can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10 ft pole.",descriptionFull:"While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.",weight:7},MagicItemsList["pole of collapsing"]={name:"Pole of Collapsing",source:[["X",138],["WBtW",212]],type:"wondrous item",rarity:"common",description:"As an action while holding this 10 ft pole, I can speak a command word to have it collapse into a 1-ft-long rod. The pole's weight doesn't change. As an action while holding the rod, I can speak a different command word to have it elongate back to a pole, but only as long as the surrounding space allows.",descriptionFull:"While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.",weight:7,action:[["action",""]]},MagicItemsList["pot of awakening"]={name:"Pot of Awakening",source:[["X",138]],type:"wondrous item",rarity:"common",description:"If I plant an ordinary shrub in this 10 lb clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward me. Absent commands from me, it does nothing.",descriptionFull:"If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.\n The awakened shrub is friendly toward you. Absent commands from you, it does nothing.",weight:10},MagicItemsList["rope of mending"]={name:"Rope of Mending",source:[["X",138]],type:"wondrous item",rarity:"common",description:"I can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost.",descriptionFull:"You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.",action:[["action",""]],weight:10},MagicItemsList["ruby of the war mage"]={name:"Ruby of the War Mage",source:[["X",138]],type:"wondrous item",rarity:"common",description:"By pressing this 1-inch-diameter ruby etched with eldritch runes to a simple or martial weapon for 10 minutes, it attaches itself to the weapon. I can then use that weapon as a spellcasting focus. Once attached, it can't be removed unless my attunement ends, I detach it as an action, or the weapon is destroyed.",descriptionFull:"Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.",attunement:!0,prerequisite:"Requires attunement by a spellcaster",prereqeval:function(e){return e.isSpellcaster}},MagicItemsList["shield of expression"]={name:"Shield of Expression",source:[["X",139]],type:"shield",rarity:"common",description:"The front of this shield is shaped in the likeness of a face. As a bonus action while bearing the shield, I can have the shield alter the expression of the face.",descriptionFull:"The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.",weight:6,shieldAdd:"Shield of Expression",action:[["bonus action",""]]},MagicItemsList["smoldering armor"]={name:"Smoldering Armor",nameTest:"Smoldering",source:[["X",139]],type:"armor (light, medium, or heavy)",rarity:"common",description:"Wisps of harmless, odorless smoke rise from this armor while it is worn.",descriptionFull:"Wisps of harmless, odorless smoke rise from this armor while it is worn.",chooseGear:{type:"armor",prefixOrSuffix:"suffix",descriptionChange:["prefix","armor"]}},MagicItemsList["staff of adornment"]={name:"Staff of Adornment",source:[["X",139]],type:"staff",rarity:"common",description:"If I place an object up to 1 lb above the tip of the staff while holding it, the object floats 1 inch from its tip and remains there until it is removed or until I no longer possess the staff. It can have up to three objects floating over its tip at any given time and I can make one or more objects slowly spin or turn in place.",descriptionFull:"If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.",weight:4},MagicItemsList["staff of birdcalls"]={name:"Staff of Birdcalls",source:[["X",139]],type:"staff",rarity:"common",description:"This staff has 10 charges, regaining 1d6+4 at dawn, 5% chance it is destroyed when its last charge is used. As an action, I can use 1 charge to create a sound out to a range of 60 ft: a finch's chirp, raven's caw, duck's quack, chicken's cluck, goose's honk, loon's call, turkey's gobble, seagull's cry, owl's hoot, or eagle's shriek.",descriptionFull:"This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.\n The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.",weight:4,usages:10,recovery:"dawn",additional:"regains 1d6+4",action:[["action",""]]},MagicItemsList["staff of flowers"]={name:"Staff of Flowers",source:[["X",139]],type:"staff",rarity:"common",description:"This staff has 10 charges, regaining 1d6+4 at dawn, 5% chance it is destroyed when its last charge is used. As an action, I can use 1 charge to cause a flower of my choice to sprout from a patch of earth or soil within 5 ft or from the staff itself. The flower is nonmagical and grows or withers as a normal flower would.",descriptionFull:"This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.",weight:4,usages:10,recovery:"dawn",additional:"regains 1d6+4",action:[["action",""]]},MagicItemsList["talking doll"]={name:"Talking Doll",source:[["X",139],["WBtW",214]],type:"wondrous item",rarity:"common",attunement:!0,description:"During a short rest with this doll within 5 ft of me, I can tell it to say up to 6 phrases of up to 6 words each, and set an observable condition under which the doll speaks each phrase. Conditions must happen within 5 ft of the doll. The doll can remember only 6 phrases that are lost when my attunement to it ends.",descriptionFull:'While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll\'s phrases are lost when your attunement to the doll ends.'},MagicItemsList["tankard of sobriety"]={name:"Tankard of Sobriety",source:[["X",139]],type:"wondrous item",rarity:"common",description:"This tankard has a stern face sculpted into one side. I can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.",descriptionFull:"This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.",weight:1},MagicItemsList["unbreakable arrow"]={name:"Unbreakable Arrow",source:[["X",139]],type:"weapon (arrow)",rarity:"common",description:"This arrow can't be broken, except when it is within an Antimagic Field.",descriptionFull:"This arrow can't be broken, except when it is within an Antimagic Field.",weight:.05},MagicItemsList["veteran's cane"]={name:"Veteran's Cane",source:[["X",139]],type:"wondrous item",rarity:"common",description:"Once as a bonus action, I can grasp this walking cane and speak its command word to have it transform into an ordinary longsword. Once transformed, the longsword is nonmagical and can't revert back to a walking cane.",descriptionFull:"When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.",weight:4,action:[["bonus action",""]]},MagicItemsList["walloping ammunition"]={name:"Walloping Ammunition",nameTest:"Walloping",source:[["X",139]],type:"weapon (any ammunition)",rarity:"common",description:"This magic ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.",descriptionFull:"This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.",allowDuplicates:!0,chooseGear:{type:"ammo",prefixOrSuffix:"suffix",descriptionChange:["replace","ammunition"],excludeCheck:function(e,a){return/vials|flasks/i.test(a.icon)}}},MagicItemsList["wand of conducting"]={name:"Wand of Conducting",source:[["X",140]],type:"wand",rarity:"common",description:"This wand has 3 charges, regaining all at dawn. As an action, I can wave it around and expend 1 charge to create orchestral music that can be heard out to a range of 60 ft and ends when I stop waving the wand. If I use its last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust.",descriptionFull:"This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.\n The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.",weight:1,action:[["action",""]],usages:3,recovery:"dawn"},MagicItemsList["wand of pyrotechnics"]={name:"Wand of Pyrotechnics",source:[["X",140]],type:"wand",rarity:"common",description:"This wand has 7 charges, regaining 1d6+1 at dawn, 5% chance it is destroyed when its last charge is used. As an action, I can expend 1 charge to create a harmless burst of sound light at a point I can see up to 60 ft away, with the noise travelling 300 ft. The light is as bright as a torch flame but lasts only a second.",descriptionFull:"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.\n The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.",weight:1,action:[["action",""]],usages:3,recovery:"dawn",additional:"regains 1d6+1"},MagicItemsList["wand of scowls"]={name:"Wand of Scowls",source:[["X",140],["WBtW",214]],type:"wand",rarity:"common",description:"This wand has 3 charges, regain all at dawn. As an action, I can expend 1 of its charges and target a humanoid I can see within 30 ft. The target must succeed on a DC 10 Charisma save or be forced to scowl for 1 minute. If I expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.",descriptionFull:"This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.\n The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.",weight:1,action:[["action",""]],usages:3,recovery:"dawn"},MagicItemsList["wand of smiles"]={name:"Wand of Smiles",source:[["X",140],["WBtW",214]],type:"wand",rarity:"common",description:"This wand has 3 charges, regain all at dawn. As an action, I can expend 1 of its charges and target a humanoid I can see within 30 ft. The target must succeed on a DC 10 Charisma save or be forced to smile for 1 minute. If I expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.",descriptionFull:"This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.\n The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.",weight:1,action:[["action",""]],usages:3,recovery:"dawn"},SourceList.MToF={name:"Mordenkainen's Tome of Foes",abbreviation:"MToF",group:"Primary Sources",url:"https://dnd.wizards.com/products/mordenkainens-tome-foes",date:"2018/05/29"},RaceList["baalzebul tiefling"]={regExpSearch:/^(?=.*baalzebul)(?=.*tiefling|planetouched).*$/i,name:"Baalzebul tiefling",sortname:"Tiefling, Baalzebul",source:[["MToF",21],["UA:FO",1]],plural:"Baalzebul tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,0,0,1,0,2],trait:"Baalzebul Tiefling (+1 Intelligence, +2 Charisma)\n\nLegacy of Maladomini:\n I know the Thaumaturgy cantrip.\n At 3rd level, I can cast Ray of Sickness once per long rest as a 2nd-level spell.\n At 5th level, I can also cast Crown of Madness once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Maladomini (1)",spells:["thaumaturgy"],selection:["thaumaturgy"],firstCol:"atwill"},features:{"ray of sickness":{name:"Legacy of Maladomini (level 3)",limfeaname:"Ray of Sickness (3d8)",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Maladomini (3)",spells:["ray of sickness"],selection:["ray of sickness"],firstCol:"oncelr"},spellChanges:{"ray of sickness":{description:"Spell attack for 3d8 Poison dmg; save or also poisoned until end of my next turn",changes:"Using Legacy of Maladomini, I cast Ray of Sickness as if I'm using a 2nd-level spell slot."}}},"crown of madness":{name:"Legacy of Maladomini (level 5)",limfeaname:"Crown of Madness",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Maladomini (5)",spells:["crown of madness"],selection:["crown of madness"],firstCol:"oncelr"}}}},RaceList["dispater tiefling"]={regExpSearch:/^(?=.*dispater)(?=.*tiefling|planetouched).*$/i,name:"Dispater tiefling",sortname:"Tiefling, Dispater",source:[["MToF",21]],plural:"Dispater tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,1,0,0,0,2],trait:"Dispater Tiefling (+1 Dexterity, +2 Charisma)\n\nLegacy of Dis:\n I know the Thaumaturgy cantrip.\n At 3rd level, I can cast Disguise Self once per long rest.\n At 5th level, I can also cast Detect Thoughts once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Dis (level 1)",spells:["thaumaturgy"],selection:["thaumaturgy"],firstCol:"atwill"},features:{"disguise self":{name:"Legacy of Dis (level 3)",limfeaname:"Disguise Self",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Dis (level 3)",spells:["disguise self"],selection:["disguise self"],firstCol:"oncelr"}},"detect thoughts":{name:"Legacy of Dis (level 5)",limfeaname:"Detect Thoughts",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Dis (level 5)",spells:["detect thoughts"],selection:["detect thoughts"],firstCol:"oncelr"}}}},RaceList["fierna tiefling"]={regExpSearch:/^(?=.*fierna)(?=.*tiefling|planetouched).*$/i,name:"Fierna tiefling",sortname:"Tiefling, Fierna",source:[["MToF",21],["UA:FO",1]],plural:"Fierna tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,0,0,0,1,2],trait:"Fierna Tiefling (+1 Wisdom, +2 Charisma)\n\nLegacy of Phlegethos:\n I know the Friends cantrip.\n At 3rd level, I can cast Charm Person once per long rest as a 2nd-level spell.\n At 5th level, I can also cast Suggestion once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Phlegethos (1)",spells:["friends"],selection:["friends"],firstCol:"atwill"},features:{"charm person":{name:"Legacy of Phlegethos (level 3)",limfeaname:"Charm Person (2 targets)",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Phlegethos (3)",spells:["charm person"],selection:["charm person"],firstCol:"oncelr"},spellChanges:{"charm person":{description:"2 humanoids, max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it",changes:"Using Legacy of Phlegethos, I cast Charm Person as if I'm using a 2nd-level spell slot."}}},suggestion:{name:"Legacy of Phlegethos (level 5)",limfeaname:"Suggestion",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Phlegethos (5)",spells:["suggestion"],selection:["suggestion"],firstCol:"oncelr"}}}},RaceList["glasya tiefling"]={regExpSearch:/^(?=.*glasya)(?=.*tiefling|planetouched).*$/i,name:"Glasya tiefling",sortname:"Tiefling, Glasya",source:[["MToF",22],["UA:FO",2]],plural:"Glasya tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,1,0,0,0,2],trait:"Glasya Tiefling (+1 Dexterity, +2 Charisma)\n\nLegacy of Malbolge:\n I know the Minor Illusion cantrip.\n At 3rd level, I can cast Disguise Self once per long rest.\n At 5th level, I can also cast Invisibility once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Malbolge (1)",spells:["minor illusion"],selection:["minor illusion"],firstCol:"atwill"},features:{"disguise self":{name:"Legacy of Malbolge (level 3)",limfeaname:"Disguise Self",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Malbolge (3)",spells:["disguise self"],selection:["disguise self"],firstCol:"oncelr"}},invisibility:{name:"Legacy of Malbolge (level 5)",limfeaname:"Invisibility",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Malbolge (5)",spells:["invisibility"],selection:["invisibility"],firstCol:"oncelr"}}}},RaceList["levistus tiefling"]={regExpSearch:/^(?=.*levistus)(?=.*tiefling|planetouched).*$/i,name:"Levistus tiefling",sortname:"Tiefling, Levistus",source:[["MToF",22],["UA:FO",2]],plural:"Levistus tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,0,1,0,0,2],trait:"Levistus Tiefling (+1 Constitution, +2 Charisma)\n\nLegacy of Stygia:\n I know the Ray of Frost cantrip.\n At 3rd level, I can cast Armor of Agathys once per long rest as a 2nd-level spell.\n At 5th level, I can also cast Darkness once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Stygia (1)",spells:["ray of frost"],selection:["ray of frost"],firstCol:"atwill"},features:{"armor of agathys":{name:"Legacy of Stygia (level 3)",limfeaname:"Armor of Agathys (2nd-level)",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Stygia (3)",spells:["armor of agathys"],selection:["armor of agathys"],firstCol:"oncelr"},spellChanges:{"armor of agathys":{description:"10 temp HP; as long as temp HP last any crea that hits in melee takes 10 Cold dmg",changes:"Using Legacy of Stygia, I cast Armor of Agathys as if I'm using a 2nd-level spell slot."}}},darkness:{name:"Legacy of Stygia (level 5)",limfeaname:"Darkness",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Stygia (5)",spells:["darkness"],selection:["darkness"],firstCol:"oncelr"}}}},RaceList["mammon tiefling"]={regExpSearch:/^(?=.*mammon)(?=.*tiefling|planetouched).*$/i,name:"Mammon tiefling",sortname:"Tiefling, Mammon",source:[["MToF",22],["UA:FO",2]],plural:"Mammon tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,0,0,1,0,2],trait:"Mammon Tiefling (+1 Intelligence, +2 Charisma)\nLegacy of Minauros:\n I know the Mage Hand cantrip.\n At 3rd level, I can cast Tenser's Floating Disk once per short rest.\n At 5th level, I can also cast Arcane Lock without a material component once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Minauros (1)",spells:["mage hand"],selection:["mage hand"],firstCol:"atwill"},features:{"tenser's floating disk":{name:"Legacy of Minauros (level 3)",limfeaname:"Tenser's Floating Disk",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Minauros (3)",spells:["tenser's floating disk"],selection:["tenser's floating disk"],firstCol:"oncesr"}},"arcane lock":{name:"Legacy of Minauros (level 5)",limfeaname:"Arcane Lock",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Minauros (5)",spells:["arcane lock"],selection:["arcane lock"],firstCol:"oncelr"},spellChanges:{"arcane lock":{components:"V,S",compMaterial:"",changes:"I can cast this spell once per long rest without requiring material components."}}}}},RaceList["mephistopheles tiefling"]={regExpSearch:/^(?=.*mephistopheles)(?=.*tiefling|planetouched).*$/i,name:"Mephistopheles tiefling",sortname:"Tiefling, Mephistopheles",source:[["MToF",23]],plural:"Mephistopheles tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[0,0,0,1,0,2],trait:"Mephistopheles Tiefling (+1 Intelligence, +2 Charisma)\n\nLegacy of Cania:\n I know the Mage Hand cantrip.\n At 3rd level, I can cast Burning Hands once per long rest as a 2nd-level spell.\n At 5th level, I can also cast Flame Blade once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Cania (level 1)",spells:["mage hand"],selection:["mage hand"],firstCol:"atwill"},features:{"burning hands":{name:"Legacy of Cania (level 3)",limfeaname:"Burning Hands (4d6)",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Cania (level 3)",spells:["burning hands"],selection:["burning hands"],firstCol:"oncelr"},spellChanges:{"burning hands":{description:"All in area 4d6 Fire dmg; save halves; unattended flammable objects ignite",changes:"Using Legacy of Cania, I cast Burning Hands as if I'm using a 2nd-level spell slot."}}},"flame blade":{name:"Legacy of Cania (level 5)",limfeaname:"Flame Blade",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Cania (level 5)",spells:["flame blade"],selection:["flame blade"],firstCol:"oncelr"}}}},RaceList["zariel tiefling"]={regExpSearch:/^(?=.*zariel)(?=.*tiefling|planetouched).*$/i,name:"Zariel tiefling",sortname:"Tiefling, Zariel",source:[["MToF",23],["UA:FO",2]],plural:"Zariel tieflings",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Infernal"],vision:[["Darkvision",60]],dmgres:["Fire"],age:" reach adulthood in their late teens and live around 100 years",height:' range from 5 to over 6 feet tall (4\'9" + 2d8")',weight:" weigh around 155 lb (110 + 2d8 × 2d4 lb)",heightMetric:" range from 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 70 kg (50 + 5d8 × 4d4 / 10 kg)",scores:[1,0,0,0,0,2],trait:"Zariel Tiefling (+1 Strength, +2 Charisma)\n\nLegacy of Avernus:\n I know the Thaumaturgy cantrip.\n At 3rd level, I can cast Searing Smite once per long rest as a 2nd-level spell.\n At 5th level, I can also cast Branding Smite once per long rest.\n Charisma is my spellcasting ability for these spells.",spellcastingAbility:6,spellcastingBonus:{name:"Legacy of Avernus (1)",spells:["thaumaturgy"],selection:["thaumaturgy"],firstCol:"atwill"},features:{"searing smite":{name:"Legacy of Avernus (level 3)",limfeaname:"Searing Smite (2d6)",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Avernus (3)",spells:["searing smite"],selection:["searing smite"],firstCol:"oncelr"},spellChanges:{"searing smite":{description:"Next melee weapon hit +2d6 Fire dmg and target ignites; save to end spell or 1d6 Fire dmg",changes:"Using Legacy of Avernus, I cast Searing Smite as if I'm using a 2nd-level spell slot."}}},"branding smite":{name:"Legacy of Avernus (level 5)",limfeaname:"Branding Smite",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Legacy of Avernus (5)",spells:["branding smite"],selection:["branding smite"],firstCol:"oncelr"}}}},RaceList["eladrin-mtof"]={regExpSearch:/^(?!.*half)((?=.*eladrin)|((?=.*\b(elfs?|elves|elvish|elven)\b)(?=.*\b(feys?|feywild)\b))).*$/i,name:"Eladrin",sortname:"Elf, Fey (Eladrin)",source:[["MToF",61]],plural:"Eladrin",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Elvish"],vision:[["Darkvision",60]],savetxt:{text:["Magic can't put me to sleep"],adv_vs:["charmed"]},skills:["Perception"],age:" typically claim adulthood around age 100 and can live to be 750 years old",height:' range from under 5 to over 6 feet tall (4\'6" + 2d12")',weight:" weigh around 115 lb (90 + 2d12 × 1d4 lb)",heightMetric:" range from under 1,5 to over 1,8 metres tall (140 + 5d12 cm)",weightMetric:" weigh around 55 kg (40 + 5d12 × 2d4 / 10 kg)",scores:[0,2,0,0,0,1],abilitySave:6,trait:"Eladrin (+2 Dexterity, +1 Charisma)"+desc(["Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. This gives the same benefit as a human gets from 8 hours of sleep (long rest takes only 4 hours).","Fey Step: Once per short rest, as a bonus action, I can magically teleport up to 30 ft to an unoccupied space I can see. Once I reach 3rd level, this gains an additional effect, based on the current season I'm aligned with. See the third page notes section for the effects.","Shifting Seasons: After I finish a long rest, I can align myself with a season of my choice."]),features:{"fey step":{name:"Fey Step",minlevel:1,usages:1,recovery:"short rest",action:["bonus action",""]}},toNotesPage:[{name:"Eladrin Season Features",source:[["MToF",62]],popupName:"Eladrin Shifting Season Features",additional:"save DC 8 + Cha mod + Prof Bonus",page3notes:!0,note:"\n • Autumn (Eladrin Season, MToF 62)"+desc([" After using Fey Step, up to 2 creatures I can see within 10 ft of me must make a Wis save"," If failed, a target is charmed by me for 1 minute, or until I or my allies damage it"])+"\n • Winter (Eladrin Season, MToF 62)"+desc([" When I use Fey Step, one target in 5 ft of where I teleported from must make a Wis save"," If failed, it is frightened of me until the end of my next turn"])+"\n • Spring (Eladrin Season, MToF 62)"+desc([" When I use Fey Step, I can instead teleport one willing creature I touch within 5 ft of me"," It teleports to an unoccupied space of my choice that I can see within 30 ft of me"])+"\n • Summer (Eladrin Season, MToF 62)"+desc([" After using Fey Step, each creature of my choice within 5 ft of me takes fire damage"," This fire damage is equal to my Charisma modifier (minimum 1)"])}]},RaceList["sea elf"]={regExpSearch:/^(?!.*half)((?=.*\b(elfs?|elves|elvish|elven)\b)(?=.*\b(seas?|oceans?|water)\b)).*$/i,name:"Sea elf",sortname:"Elf, Sea",source:[["MToF",62],["W",163],["UA:ES",1]],plural:"Sea elves",size:3,speed:{walk:{spd:30,enc:20},swim:{spd:30,enc:20}},weaponProfs:[!1,!1,["spear","trident","light crossbow","net"]],languageProfs:["Common","Elvish","Aquan","Friend of the Sea"],vision:[["Darkvision",60]],savetxt:{text:["Magic can't put me to sleep"],adv_vs:["charmed"]},skills:["Perception"],age:" typically claim adulthood around age 100 and can live to be 750 years old",height:' range from under 5 to almost 6 feet tall (4\'6" + 2d8")',weight:" weigh around 115 lb (90 + 2d8 × 1d4 lb)",heightMetric:" range from under 1,5 to almost 1,8 metres tall (140 + 5d8 cm)",weightMetric:" weigh around 52 kg (40 + 5d8 × 2d4 / 10 kg)",scores:[0,2,1,0,0,0],trait:"Sea Elf (+2 Dexterity, +1 Constitution)"+desc(["Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While meditating, I can dream after a fashion. After resting in this way, I gain the same benefit that a human does from 8 hours of sleep, thus needing only 4 hours for a long rest.","Child of the Sea. I have 30 ft swimming speed and can breathe air and water.","Friend of the Sea: Through sounds and gestures, I can communicate simple ideas with any beast that has an inborn swimming speed."])},RaceList["shadar-kai elf"]={regExpSearch:/^(?!.*half)((?=.*shadar-kai)|((?=.*\b(elfs?|elves|elvish|elven)\b)(?=.*\b(shadows?|shadowfell)\b))).*$/i,name:"Shadar-kai",sortname:"Elf, Shadow (Shadar-kai)",source:[["MToF",62]],plural:"Shadar-kai",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Elvish"],vision:[["Darkvision",60]],savetxt:{text:["Magic can't put me to sleep"],adv_vs:["charmed"]},dmgres:["Necrotic"],skills:["Perception"],age:" typically claim adulthood around age 100 and can live to be 750 years old",height:' range from under 5 to over 6 feet tall (4\'8" + 2d8")',weight:" weigh around 115 lb (90 + 2d8 × 1d4 lb)",heightMetric:" range from under 1,5 to over 1,8 metres tall (145 + 5d8 cm)",weightMetric:" weigh around 52 kg (40 + 5d8 × 2d4 / 10 kg)",scores:[0,2,1,0,0,0],trait:"Shadar-kai (+2 Dexterity, +1 Constitution)"+desc(["Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. This gives the same benefit as a human gets from 8 hours of sleep (long rest takes only 4 hours).","Blessing of the Raven Queen: Once per long rest, as a bonus action, I can magically teleport up to 30 ft to an unoccupied space I can see.","Once I reach 3rd level, after I use the Blessing of the Raven Queen, I appear translucent and have resistance to all damage until the start of my next turn."]),features:{"blessing of the raven queen":{name:"Blessing of the Raven Queen",minlevel:1,usages:1,recovery:"long rest",action:["bonus action",""]}}},RaceList["githyanki-mtof"]={regExpSearch:/githyanki/i,name:"Githyanki",source:[["MToF",96]],plural:"Githyanki",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Gith",1],armorProfs:[!0,!0,!1,!1],weaponProfs:[!1,!1,["shortsword","longsword","greatsword"]],skillstxt:"Choose any one skill or tool",age:" reach adulthood in their late teens and live for about a century",height:' are more leaner and taller than humans, most are a slender 6 feet tall (5\'0" + 2d12")',weight:" weigh around 135 lb (100 + 2d12 × 2d4 lb)",heightMetric:" are more leaner and taller than humans, most are a slender 1,8 metres tall (150 + 5d12 cm)",weightMetric:" weigh around 61 kg (45 + 5d10 × 4d4 / 10 kg)",scores:[2,0,0,1,0,0],trait:"Githyanki (+2 Strength, +1 Intelligence)\n"+(typePF?"\n":"")+"Githyanki Psionics:"+desc(["I know the Mage Hand cantrip, but the hand is invisible.","At 3rd level, I can cast Jump once per long rest.","At 5th level, I can also cast Misty Step once per long rest.","Intelligence is my spellcasting ability for these spells.","I don't require components to cast these spells."]),spellcastingAbility:4,spellcastingBonus:{name:"Githyanki Psionics (1)",spells:["mage hand"],selection:["mage hand"],firstCol:"atwill"},spellChanges:{"mage hand":{components:"",description:"Create invisible spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple",changes:"Using Githyanki Psionics, I can cast Mage Hand without requiring components and the spectral hand is invisible."}},features:{jump:{name:"Githyanki Psionics (level 3)",limfeaname:"Jump",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Githyanki Psionics (3)",spells:["jump"],selection:["jump"],firstCol:"oncelr"},spellChanges:{jump:{components:"",compMaterial:"",changes:"Using Githyanki Psionics, I can cast Jump once per long rest without requiring components."}}},"misty step":{name:"Githyanki Psionics (level 5)",limfeaname:"Misty Step",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Githyanki Psionics (5)",spells:["misty step"],selection:["misty step"],firstCol:"oncelr"},spellChanges:{"misty step":{components:SpellsList["misty step"].components+"*",changes:"Using Githyanki Psionics, I can cast Misty Step once per long rest without requiring components."}}}}},AddRacialVariant("githyanki-mtof","tool proficiency",{regExpSearch:/tool proficiency/i,skillstxt:"",toolProfs:[["Any tool",1]]}),AddRacialVariant("githyanki-mtof","skill proficiency",{regExpSearch:/skill proficiency/i,skillstxt:"Choose any one skill"}),RaceList["githzerai-mtof"]={regExpSearch:/githzerai/i,name:"Githzerai",source:[["MToF",96]],plural:"Githzerai",size:3,speed:{walk:{spd:30,enc:20}},languageProfs:["Common","Gith"],age:" reach adulthood in their late teens and live for about a century",height:' are more leaner and taller than humans, most are a slender 6 feet tall (4\'11" + 2d12")',weight:" weigh around 115 lb (90 + 2d12 × 1d4 lb)",heightMetric:" are more leaner and taller than humans, most are a slender 1,8 metres tall (150 + 5d12 cm)",weightMetric:" weigh around 55 kg (40 + 5d10 × 2d4 / 10 kg)",scores:[0,0,0,1,2,0],trait:"Githzerai (+1 Intelligence, +2 Wisdom)\n"+(typePF?"\n":"")+"Githzerai Psionics:"+desc(["I know the Mage Hand cantrip, but the hand is invisible.","At 3rd level, I can cast Shield once per long rest.","At 5th level, I can also cast Detect Thoughts once per long rest.","Wisdom is my spellcasting ability for these spells.","I don't require components to cast these spells."]),savetxt:{adv_vs:["charmed","frightened"]},spellcastingAbility:5,spellcastingBonus:{name:"Githzerai Psionics (1)",spells:["mage hand"],selection:["mage hand"],firstCol:"atwill"},spellChanges:{"mage hand":{components:"",description:"Create invisible spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple",changes:"Using Githzerai Psionics, I can cast Mage Hand without requiring components and the spectral hand is invisible."}},features:{shield:{name:"Githzerai Psionics (level 3)",limfeaname:"Shield",minlevel:3,usages:1,recovery:"long rest",spellcastingBonus:{name:"Githzerai Psionics (3)",spells:["shield"],selection:["shield"],firstCol:"oncelr"},spellChanges:{shield:{components:"",changes:"Using Githzerai Psionics, I can cast Shield once per long rest without requiring components."}}},"detect thoughts":{name:"Githzerai Psionics (level 5)",limfeaname:"Detect Thoughts",minlevel:5,usages:1,recovery:"long rest",spellcastingBonus:{name:"Githzerai Psionics (5)",spells:["detect thoughts"],selection:["detect thoughts"],firstCol:"oncelr"},spellChanges:{"detect thoughts":{components:"",compMaterial:"",changes:"Using Githzerai Psionics, I can cast Detect Thoughts once per long rest without requiring components."}}}}},MagicItemsList["greater silver sword"]={name:"Greater Silver Sword",source:[["MToF",89]],type:"weapon (greatsword)",rarity:"legendary",description:"This magic greatsword gives +1 to hit and damage. While holding it, I have adv. on Int, Wis, and Cha saves, immunity to being charmed, and resistance to psychic damage. If I score a critical hit with it on a creature's astral body, I can cut the cord tethering it to its material body, instead of dealing damage.",descriptionFull:"This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.",attunement:!0,weight:6,prerequisite:"Requires attunement by a creature that has psionic ability",prereqeval:function(e){if(!e.isSpellcaster)return!1;if(/psion|mystic/i.test(What("Racial Traits")))return!0;for(var a in CurrentSpells){var t=CurrentSpells[a];if(/psion|mystic/i.test(t.name)||t.list&&t.list.psionic)return!0;if(t.bonus)for(var n in t.bonus)if(/psion|mystic/i.test(n)||/psion|mystic/i.test(t.bonus[n].name))return!0}},weaponsAdd:["Greater Silver Sword"],weaponOptions:{baseWeapon:"greatsword",regExpSearch:/^(?=.*greater)(?=.*silver)(?=.*sword).*$/i,name:"Greater Silver Sword",source:[["MToF",89]],description:"Heavy, two-handed; On crit vs. astral body, cut cord instead of damage",modifiers:[3,3]},savetxt:{text:["Adv. on Int, Wis, and Cha saves"],immune:["charmed"]},advantages:[["Intelligence",!0],["Wisdom",!0],["Charisma",!0]],dmgres:["Psychic"]},MagicItemsList["infernal tack"]={name:"Infernal Tack",source:[["MToF",167],["DiA",224]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,description:"While wearing the spurs of this set, the nightmare equipped with the bridle, bit, reins, saddle, and stirrups is under my command. As an action, I can have it appear in 20 ft at the start of my next turn. It acts on as my ally on my initiative, remains for 1 day, until I or it dies, or I dismiss it as an action. If it dies, it reforms in 24 h.",descriptionLong:"This tack consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with the tack serves whoever wears the spurs until the wearer dies or the tack is removed. As an action, I can clash the spurs together or scrape them through blood, causing the nightmare to appear within 20 ft at the start of my next turn. It acts as my ally on my initiative count, remains for 1 day, until I or it dies, or until I dismiss it as an action. If it dies, it reforms within 24 hours, after which I can summon it again. The tack doesn't create a nightmare from thin air; one must first be subdued so the tack can be placed on it.",descriptionFull:"A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.\n You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.\n The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.",attunement:!0,weight:26,prerequisite:"Requires attunement by a creature of evil alignment",prereqeval:function(e){return/evil/i.test(What("Alignment"))},action:[["action",""]],creaturesAdd:[["Nightmare",!0,function(e,a){if(e){MakeCompMenu_CompOptions(a,["companion","visible","comp.eqp"],!0);for(var t=["bit and bridle","riding"],n=0;n>Hurling<<. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.\n >>Illumination<<. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\n >>Sentience<<. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.\n The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.\n >>Personality<<. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.\n If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time."),WDH_blackstaffFullDescription=(MagicItemsList.azuredge={name:"Azuredge",source:[["WDH",189]],type:"weapon (battleaxe)",rarity:"legendary",storyItemAL:!0,description:"This battleaxe is sentient, adds +3 to hit and damage, and deals +2d6 radiant damage vs. fiends/undead. As an action, I can stop or start its glow of bright light in a 30-ft radius and dim light for another 30 ft. It has 3 charges, regaining all at dawn, which can be used to throw it, after which it returns to my hand. See Notes.",descriptionFull:WDH_azuredgeFullDescription.replace(/>>(.*?)<>(.*?)<>Power Strike<<. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n >>Spells<<. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).\n >>Retributive Strike<<. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n You have a 50% chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n>>Distance from Origin\tEffect<<\n10 ft. away or closer\t8 × the number of charges in the staff\n11 to 20 ft. away\t6 × the number of charges in the staff\n21 to 30 ft. away\t4 × the number of charges in the staff\n\n\n >>Animate Walking Statues<<. You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see \"Personality\" below). A walking statue becomes inanimate if deactivated or if the staff is broken.\n >>Dispel Magic<<. You can expend 1 of the staff's charges as a bonus action to cast Dispel Magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.\n >>Drain Magic<<. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.\n >>Master of Enchantment<<. When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.\n >>Sentience<<. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.\n >>Personality<<. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.\n In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor—someone whose loyalty to Waterdeep is beyond reproach.\n >>Spirit Trap<<. When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.)\n Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again."),LLoK_leatherGolemArmorFullDescription=(MagicItemsList["staff of power"]&&(MagicItemsList.blackstaff={name:"Blackstaff",source:[["WDH",190]],type:"staff",rarity:"legendary",storyItemAL:!0,description:"This +2 quarterstaff gives me a +2 bonus on saves, AC, and spell attacks. It has 20 charges, regaining 2d8+4 at dawn, which can be used to cast spells, deal +1d6 force damage in melee, drain magic from a target hit in melee, or animate walking statues. It is sentient and has more features, see Notes page.",descriptionFull:WDH_blackstaffFullDescription.replace(/>>(.*?)<3",changes:"Can cast as a bonus action, but only on something touched by the staff. It might first require an attack by the staff to be able to cast it on"}},toNotesPage:[{name:"Features",note:"\n "+WDH_blackstaffFullDescription.replace(/>>(.*?)<>Immutable Form<<. You are immune to any spell or effect that would alter your form.","• >>Lightning Absorption<<. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.",">>Curse<<. This armor is cursed, and it extends to whomever becomes attuned to it. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:","• >>Aversion of Fire<<. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.","• >>Berserk<<. Whenever you suffer a critical hit, roll a d6. On a 6, you go beserk because of the armor. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once you go beserk because of the armor, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to change your state of mind with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check."]),LLoK_polymorphBladeFullDescription=(MagicItemsList["leather golem armor"]={name:"Leather Golem Armor",source:[["LLoK",55]],type:"armor (leather)",rarity:"rare",magicItemTable:"G",description:"I am unwilling to part with this leather armor until its curse is lifted from me, see Notes page. The curse makes me go berserk and have an aversion to fire. It gives me a +1 bonus to AC and saves vs. spells and magical effects. I have resistance to lightning damage and when I suffer such damage, I gain 5 temporary HP.",descriptionFull:LLoK_leatherGolemArmorFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>d20\tNew Form \td20\tNew Form<<"," 1\tTyrannosaurus\t 11\tWolf"," 2\tGiant ape \t 12\tHorse"," 3\tElephant \t 13\tOx"," 4\tGiant scorpion\t 14\tGiant frog"," 5\tRhinoceros \t 15\tPoisonous snake"," 6\tPolar bear \t 16\tHawk"," 7\tGiant toad \t 17\tOctopus"," 8\tGiant eagle \t 18\tCat"," 9\tBlack bear \t 19\tRat","10\tCrocodile \t 20\tRabbit","A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.",">>Curse<<. This weapon is cursed, and it extends to whomever becomes attuned to it. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form."]),LLoK_poweredArmorFullDescription=(MagicItemsList["polymorph blade"]={name:"Polymorph Blade",nameTest:"Polymorph",source:[["LLoK",59]],type:"weapon (any sword)",rarity:"very rare",magicItemTable:"H",description:"I'm unwilling to part with this magic sword. When I attack a creature with it and roll a 20 to hit, the creature must make a DC 15 Wisdom save or be polymorphed for 1 hour into a random beast (see Notes page). However, on a roll of 1 to hit, I am the one being polymorphed for 1 hour without a save.",descriptionFull:LLoK_polymorphBladeFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>Sentience<<. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:","• The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.","• The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.","• The shield has 3 charges. You can use an action to expend 1 charge to cast Fireball or 2 charges to cast Wall of Fire from the shield (save DC 21 for each). The Wall of Fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.","• Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn.\n",">>Gargauth's Personality<<. Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.","While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.","Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there.",">>Freeing Gargauth<<. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible."]),DiA_soulCoinFullDescription=(MagicItemsList["shield of the hidden lord"]={name:"Shield of the Hidden Lord",source:[["DiA",225]],type:"shield",rarity:"legendary",storyItemAL:!0,description:'This shield grants me +2 bonus to AC and resistance to fire damage. It has 3 charges, regaining all at dawn. I can expend 1 charge to cast Fireball or 2 charges to cast Wall of Fire from it at DC 21. The shield is sentient and can communicate telepathically with any creature within 120 ft of it. See "Notes" page for more.',descriptionFull:DiA_shieldOfTheHiddenLordFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>Carrying Soul Coins<<. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.","An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.",">>Using a Soul Coin<<. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:","• >>Drain Life<<. You siphon away some of the soul's essence and gain 1d10 temporary hit points.","• >>Query<<. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n",">>Freeing a Soul<<. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.","A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace.","Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.",">>Hellish Currency<<. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.","Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes."]),ERftLW_docentFullDescription=(MagicItemsList["soul coin"]={name:"Soul Coin",source:[["DiA",225],["CoA",269]],type:"wondrous item",rarity:"uncommon",description:'Each coin traps a unique soul, whose rage or despair is felt by me while I hold it. A coin has 3 charges. As an action, I can expend 1 charge to either siphon the soul\'s essence to grant me 1d10 temporary HP or telepathically ask the soul a question which it must answer truthfully. See "Notes" page for more.',descriptionFull:DiA_soulCoinFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<Number(What(1===e.Mod?"Str":"Dex"))&&(e.Mod=4)},"I can use my Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls of magic weapons."]}},"subclassfeature3.1":{name:"Steel Defender",source:[["E:RLW",61],["T",19]],minlevel:3,description:desc(["When I end a long rest, I can use smith's tools to create a steel defender","I determine its appearance; It obeys my commands and it acts on my initiative, after me","Unless I use a bonus action to command it, it only takes the Dodge action on its turn","It can take reactions and move on its turn even if I don't command it",'I can\'t have multiple at once; Select "Steel Defender" on a companion page for its stats']),action:[["bonus action"," (command)"],["action"," (restore)"]],creaturesAdd:[["Steel Defender"]],creatureOptions:[{name:"Steel Defender",source:[["E:RLW",61],["T",19]],size:3,type:"Construct",alignment:"Neutral",ac:15,hp:12,hd:[2,8],hdLinked:["artificer"],speed:"40 ft",scores:[14,12,14,4,10,6],saves:["",3,4,"","",""],skills:{athletics:4,perception:4},damage_immunities:"poison",condition_immunities:"charmed, exhaustion, poisoned",passivePerception:14,senses:"Darkvision 60 ft",languages:"understands the languages of its creator but can't speak",challengeRating:"1",proficiencyBonus:2,proficiencyBonusLinked:!0,attacksAction:1,attacks:[{name:"Force-Empowered Rend",ability:4,damage:[1,8,"piercing"],range:"Melee (5 ft)",description:"",modifiers:["","Prof"],abilitytodamage:!1,useSpellMod:"artificer"},{name:"Deflect Attack (reaction)",ability:0,damage:[1,4,"force"],range:"Melee (5 ft)",description:"After using the reaction, the attacker takes this damage, no attack roll required",modifiers:["-Prof","oInt"],abilitytodamage:!1}],features:[{name:"Creator",description:"The steel defender obeys the commands of its creator and shares its proficiency bonus. It takes its turn immediately after its creator, on the same initiative count. It can move and take reactions on its own, but only takes the Dodge action on its turn unless its creator takes a bonus action to command it to take another action. If its creator is incapacitated, it can take any action, not just Dodge."},{name:"Vigilant",description:"The "+(typePF?"":"steel ")+"defender can't be surprised."}],traits:[{name:"Healing",description:"The steel defender regains 2d6 HP whenever the Mending spell is cast on it. Its HP total is equal to 2 + its creator's artificer level times five + its creator's Int mod. Within an hour of its death, while within 5 ft, its creator can take an action to use smith's tools and expend a spell slot to have it return to full HP after 1 minute. If its creator dies, "+(typePF?"the steel defender also perishes":"so does it")+"."}],actions:[{name:"Repair (3/Day)",description:"As an action, the "+(typePF?"":"magical mechanisms inside the ")+"steel defender restore"+(typePF?"s":"")+" 2d8 + its proficiency bonus in HP to itself or to one construct or object within 5 ft of it."},{name:"Deflect Attack (reaction)",description:typePF?"As a reaction, the steel defender imposes disadvantage on the attack roll of one creature it can see that is within 5 ft of it, provided the attack roll is against a creature other than the defender.":"As a reaction, the defender imposes disadv. on the attack roll of one creature it can see within 5 ft, provided the creature attacks another than the defender."},{name:"Arcane Jolt (Battle Smith 9)",minlevel:9,eval:function(e,a){Value(e+"Comp.Use.Attack.1.Description","Arcane Jolt (1d6): On hit, deal force damage or heal target in 30 ft")},removeeval:function(e,a){Value(e+"Comp.Use.Attack.1.Description","")}},{name:"Improved Defender (Battle Smith 15)",minlevel:15,description:"The steel defender's Deflect Attack now deals 1d4 + its creator's Intelligence modifier in force damage to the attacker.",addMod:[{type:"",field:"Comp.Use.AC",mod:2,text:"The steel defender gains a +2 bonus to its AC (base AC of 15)."}],eval:function(e,a){Value(e+"Comp.Use.Attack.1.Description",What(e+"Comp.Use.Attack.1.Description").replace("Arcane Jolt (1d6)","Arcane Jolt (2d6)")),Value(e+"Comp.Use.Attack.2.Weapon Selection","Deflect Attack (reaction)")},removeeval:function(e,a){Value(e+"Comp.Use.Attack.1.Description",What(e+"Comp.Use.Attack.1.Description").replace("Arcane Jolt (2d6)","Arcane Jolt (1d6)")),Value(e+"Comp.Use.Attack.2.Weapon Selection","")}}],minlevelLinked:["artificer"],header:"Construct",calcChanges:{hp:function(e,a,t){var n,i,o;classes.known.artificer&&(n=Number(What("Int Mod")),i=classes.known.artificer.level,a.alt.push(2+n+(o=5*i)),a.altStr.push(" = 2 as a base\n + "+n+" from its creator's Intelligence modifier\n + 5 × "+i+" from five times its creator's artificer level ("+o+")"))},setAltHp:!0,hpForceRecalc:!0},eval:function(e,a){a[0]<15&&Value(e+"Comp.Use.Attack.2.Weapon Selection","")}}]},subclassfeature9:{name:"Arcane Jolt",source:[["E:RLW",61],["T",20]],minlevel:9,description:function(){var a=desc(["Once per turn when my steel defender or magic weapon hits a target, I can have it:"," • Deal an extra +2d6 force damage to the target"," • Restore 2d6 HP to another target within 30 ft of the one that was hit"]),t=a.replace(/2d6/g,"4d6");return levels.map(function(e){return e<9?"":e<15?a:t})}(),usages:"Intelligence modifier per ",usagescalc:"event.value = Math.max(1, What('Int Mod'));",recovery:"long rest",additional:levels.map(function(e){return e<9?"":(e<15?2:4)+"d6"}),calcChanges:{atkAdd:[function(e,a){(a.theWea.isMagicWeapon||a.thisWeapon[1])&&(e.Description+=(e.Description?"; ":"")+"Arcane Jolt ("+(classes.known.artificer&&15<=classes.known.artificer.level?4:2)+"d6)")},"Once per turn when I hit with a magic weapon or my steel defender hits with its attack, I can use my Arcane Jolt class feature to have the hit either deal extra force damage or heal somebody within 30 ft of the target hit."]}},subclassfeature15:{name:"Improved Defender",source:[["E:RLW",61],["T",20]],minlevel:15,description:desc(["My defender's Deflect Attack now deals its attacker 1d4 + my Int mod force damage","My arcane jolt damage/healing increases to 4d6; My steel defender gains +2 AC"])}}}),MagicItemsList["boots of the winding path"]={name:"Boots of the Winding Path",source:[["E:RLW",62],["T",21],["UA:A2",9],["UA:A3",12]],type:"wondrous item",description:"While wearing these boots, I can teleport up to 15 ft as a bonus action to an unoccupied space I can see, as long as I occupied that space at some point during the current turn.",descriptionFull:"While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.",attunement:!0,action:[["bonus action",""]]},MagicItemsList["enhanced arcane focus, +1 or +2"]={name:"Enhanced Arcane Focus, +1 or +2",nameTest:/^(?=.*enhanced)(?=.*(arcane focus|rod|wand|staff)).*$/i,source:[["E:RLW",62],["T",21]],type:"wondrous item",description:"While I am holding this arcane focus (rod, staff, or wand), I gain a +1 bonus to spell attack rolls (or +2 if the artificer that created it is level 10 or higher). In addition, I ignore half cover when making a spell attack.",descriptionFull:"While holding this rod, staff, or wand, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.\n The bonus increases to +2 when it is created by someone with 10 levels or more in the artificer class.",attunement:!0,weight:1,prerequisite:"Requires attunement by a spellcaster",prereqeval:function(e){return e.isSpellcaster},choices:["+1 to spell attacks","+2 to spell attacks (artificer level 10+)"],"+1 to spell attacks":{name:"Enhanced Arcane Focus +1",nameTest:/^(?=.*enhanced)(?=.*(arcane focus|rod|wand|staff))(?=.*\+1)(?!.*\+2).*$/i,description:"While I am holding this arcane focus (rod, staff, or wand), I gain a +1 bonus to spell attack rolls and I ignore half cover when making a spell attack.",calcChanges:{spellCalc:[function(e,a,t){if("attack"==e)return 1},"I gain a +1 bonus to spell attack rolls."]}},"+2 to spell attacks (artificer level 10+)":{name:"Enhanced Arcane Focus +2",nameTest:/^(?=.*enhanced)(?=.*(arcane focus|rod|wand|staff))(?!.*\+1)(?=.*\+2).*$/i,description:"While I am holding this arcane focus (rod, staff, or wand), I gain a +2 bonus to spell attack rolls and I ignore half cover when making a spell attack.",calcChanges:{spellCalc:[function(e,a,t){if("attack"==e)return 2},"I gain a +2 bonus to spell attack rolls."]}}},MagicItemsList["radiant weapon"]={name:"Radiant Weapon",nameTest:"Radiant",source:[["E:RLW",62],["T",22]],type:"weapon (any)",description:"This item adds a +1 on its to hit and damage, has 4 charges, and regains 1d4 at dawn. As a bonus action, I can have it start/stop shedding light, bright in 30 ft, dim in another 30 ft. As a reaction if hit by an attack, I can use 1 charge to blind the attacker until the end of its next turn unless it makes a Con save (my spell DC).",descriptionFull:"This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.\n The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.",attunement:!0,usages:4,recovery:"dawn",additional:"blind attacker; regains 1d4",action:[["bonus action"," (start/stop light)"],["reaction"," (1 charge; after hit)"]],chooseGear:{type:"weapon",prefixOrSuffix:"suffix",descriptionChange:["replace","weapon"]},calcChanges:{atkAdd:[function(e,a){a.theWea.isMagicWeapon||a.isSpell||!/radiant/i.test(a.WeaponTextName)||(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,""),e.Description+=(e.Description?"; ":"")+"Reaction to blind attacker")},'If I include the word "Radiant" in the name of a weapon, it will be treated as the magic weapon Radiant Weapon. It has +1 to hit and damage and can be used to shed light and to blind an attacker.'],atkCalc:[function(e,a,t){a.isMeleeWeapon&&!a.isSpell&&/radiant/i.test(a.WeaponTextName)&&(t.magic=a.thisWeapon[1]+1)}]}},MagicItemsList["repeating shot"]={name:"Repeating Shot",source:[["E:RLW",62],["T",22],["UA:A3",13]],type:"weapon (any with ammunition)",description:"When I use this magic weapon to make a ranged attack, it magically produces one piece of ammunition and grants a +1 bonus to its attack and damage rolls. Thus, it doesn't require ammunition and ignores the loading property if it has it. The produced ammunition vanishes once it hits or misses a target.",descriptionFull:"This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.\n If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.",attunement:!0,chooseGear:{type:"weapon",prefixOrSuffix:"suffix",descriptionChange:["replace","weapon"],excludeCheck:function(e,a){return!/ammunition/i.test(a.description)}},calcChanges:{atkAdd:[function(e,a){a.theWea.isMagicWeapon||a.isSpell||!/^(?=.*repeating shot)(?=.*ammunition).*$/i.test(a.WeaponText)||(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,"").replace(/(;|,)? ?loading/i,""))},'If I include the words "Repeating Shot" in the name of a weapon with the ammunition property, it will be treated as the magic weapon Repeating Shot. It has +1 to hit and damage and produces its own ammunition, thus its loading property is removed if it has it.'],atkCalc:[function(e,a,t){/^(?=.*repeating shot)(?=.*ammunition).*$/i.test(a.WeaponText)&&!a.isSpell&&(t.magic=a.thisWeapon[1]+1)},""]}},MagicItemsList["repulsion shield"]={name:"Repulsion Shield",source:[["E:RLW",63],["T",23]],type:"shield",description:"I gain an additional +1 bonus to Armor Class while wielding this shield. The shield has 4 charges and regains 1d4 expended charges daily at dawn. As a reaction immediately after being hit by a melee attack, I can expend 1 charge to push the attacker up to 15 ft away.",descriptionFull:"A creature gains a +1 bonus to Armor Class while wielding this shield.\n The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.",weight:6,attunement:!0,usages:4,additional:"regains 1d4",recovery:"dawn",action:[["reaction"," (1 charge)"]],shieldAdd:["Repulsion Shield",3,6]},MagicItemsList["returning weapon"]={name:"Returning Weapon",nameTest:"Returning",source:[["E:RLW",63],["T",23],["UA:A3",14],["UA:A2",10]],type:"weapon (any thrown)",description:"This magic weapon grants a +1 bonus to attack and damage rolls I make with it. It returns to my hand immediately after I use it to make a ranged attack.",descriptionFull:"This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.",chooseGear:{type:"weapon",prefixOrSuffix:"suffix",descriptionChange:["replace","weapon"],excludeCheck:function(e,a){return!/\bthrown\b/i.test(a.description)}},calcChanges:{atkAdd:[function(e,a){!a.theWea.isMagicWeapon&&a.isThrownWeapon&&/returning/i.test(a.WeaponText)&&(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,""),e.Description+=(e.Description?"; ":"")+"Returns immediately after ranged attack")},'If I include the word "Returning" in the name of a thrown weapon, it will be treated as the magic weapon Returning Weapon. It has +1 to hit and damage and returns to my hand immediately after I use it to make a ranged attack.'],atkCalc:[function(e,a,t){a.isThrownWeapon&&/returning/i.test(a.WeaponText)&&(t.magic=a.thisWeapon[1]+1)},""]}},MagicItemsList["arcane propulsion arm"]={name:"Arcane Propulsion Arm",source:[["E:RLW",276]],type:"wondrous item",rarity:"very rare",description:"Once attached to my wrist, elbow, or shoulder, this prosthetic magically forms a copy of the appendage it's replacing. It can't be removed against my will, but I can as an action. I can use it as a proficient melee weapon with the thrown property. After a throwing attack with it, it returns and reattaches immediately.",descriptionFull:"This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.\n\nWhile attached, the prosthetic provides these benefits:\n • The prosthetic is a fully capable part of your body.\n • You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.\n • The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.",attunement:!0,prerequisite:"Requires attunement by a creature missing a hand or an arm",prereqeval:function(e){return!1},weaponsAdd:["Arcane Propulsion Arm"],weaponOptions:{regExpSearch:/^(?=.*arcane)(?=.*propulsion)(?=.*arm).*$/i,name:"Arcane Propulsion Arm",source:[["E:RLW",276]],ability:1,type:"AlwaysProf",damage:[1,8,"force"],range:"Melee, 20/60 ft",description:"Thrown; Returns immediately after thrown",abilitytodamage:!0}},MagicItemsList.armblade={name:"Armblade",source:[["E:RLW",276]],type:"weapon (any one-handed melee weapon)",rarity:"common",description:"While attuned to it, this magic weapon is attached to my arm and inseparable from me. As a bonus action, I can retract it into my forearm or extend it from there. While it is extended, I can use the weapon as if I was holding it, and I can't use that hand for other purposes.",descriptionFull:"An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.\n As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.",attunement:!0,prerequisite:"Requires attunement by a warforged",prereqeval:function(e){return/warforged/i.test(CurrentRace.known)},allowDuplicates:!0,chooseGear:{type:"weapon",prefixOrSuffix:"brackets",descriptionChange:["replace","weapon"],excludeCheck:function(e,a){return!a.description||/two.{0,3}handed/i.test(a.description)||!a.range||!/melee/i.test(a.range)}}},MagicItemsList["belashyrra's beholder crown"]={name:"Belashyrra's Beholder Crown",nameAlt:"Beholder Crown",source:[["E:RLW",276]],type:"wondrous item",rarity:"legendary",description:"This symbiotic crown of dark purple and mauve stone attaches to my skull and removing it requires ending a curse. It allows me to see normally in magical and normal darkness (devil's sight) out to 120 ft. It has 10 charges, regaining 1d6+3 at dawn, which I can use to cast several spells with spell save DC 16.",descriptionLong:"This symbiotic crown of dark purple and mauve stone attaches to my skull once I attune to it and removing it requires ending a curse. It allows me to see normally in magical and normal darkness (devil's sight) out to 120 ft. It has 10 charges, regaining 1d6+3 at dawn, which I can use to cast several spells with spell save DC 16. These are: Charm Person (1 charge), Disintegrate (6 charges), Fear (3 charges), Finger of Death (7 charges), Flesh to Stone (6 charges), Hold Person (2 charges), Ray of Enfeeblement (2 charges), Sleep (1 charge), Slow (3 charges), and Telekinesis (5 charges).",descriptionFull:"This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.\n While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\n "+toUni("Spells")+". The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).\n The crown regains 1d6 + 3 expended charges daily at dawn.\n "+toUni("Symbiotic Nature")+". The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.\n The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.",attunement:!0,usages:10,recovery:"dawn",additional:"regains 1d6+3",fixedDC:16,spellFirstColTitle:"Ch",spellcastingBonus:[{name:"1 charge",spells:["charm person","sleep"],selection:["charm person","sleep"],firstCol:1,times:2},{name:"2 charges",spells:["hold person","ray of enfeeblement"],selection:["hold person","ray of enfeeblement"],firstCol:2,times:2},{name:"3 charges",spells:["fear","slow"],selection:["fear","slow"],firstCol:3,times:2},{name:"5 charges",spells:["telekinesis"],selection:["telekinesis"],firstCol:5},{name:"6 charges",spells:["disintegrate","flesh to stone"],selection:["disintegrate","flesh to stone"],firstCol:6,times:2},{name:"7 charges",spells:["finger of death"],selection:["finger of death"],firstCol:7}]},MagicItemsList["cleansing stone"]={name:"Cleansing Stone",source:[["E:RLW",276],["WGtE",115],["UA:MIoE",2]],type:"wondrous item",rarity:"common",description:"This stone sphere is 1 ft in diameter and engraved with mystic sigils. As an action while touching it, I can activate it to remove dirt and grime from my garments and my person.",descriptionFull:"A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.\n Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.",action:[["action",""]],weight:88},["A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.",'>>Sentience<<. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below).',">>Life Support<<. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.",">>Random Properties<<. A docent has the following properties:"," • >>Languages<<. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses."," • >>Skills<<. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature."," • >>Spells<<. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.",">>Personality<<. A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you."]),EGtW_breathWeaponDesc=(MagicItemsList.docent={name:"Docent",source:[["E:RLW",276]],type:"wondrous item",rarity:"rare",description:"I can embed this sentient small metal sphere studded with dragonshards into my chest or eye socket. I can communicate telepathically with it and it uses my senses. It can serve me as an advisor and a translator. It knowns 6 languages, a spells, an Intelligence skill, and can stabilize me. See Notes page.",descriptionFull:ERftLW_docentFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>Acid Jet<<. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 4d10 acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 2d10 acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.",">>Fire Jet<<. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.",">>Frost Shot<<. The cannon shoots a ball of frost to a point you can see within 1200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d10 cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.",">>Lightning Shot<<. The cannon shoots a ball of lightning to a point you can see within 1200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.",">>Poison Spray<<. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 4d10 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]),EGtW_LuxonBeaconFullDescription=(MagicItemsList["arcane cannon"]={name:"Arcane Cannon",source:[["W",265]],type:"wondrous item",rarity:"very rare",notLegalAL:!0,description:"This Large magical cannon requires no ammunition and doesn't need to be loaded, but takes 5 minutes to recharge once fired. It takes one action to aim it and another action to fire it. When I fire it, I can choose the effect, an acid jet, fire jet, frost shot, lightning shot, or poison spray. See Notes page.",descriptionFull:EGtW_ArcaneCannonFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<<\./g,function(e,a){return a.toUpperCase()+":"}).replace(/\byou\b/gi,"I").replace(/\bf(oo|ee)t\b/gi,"ft")}]},MagicItemsList["battering shield"]={name:"Battering Shield",source:[["W",266]],type:"shield",rarity:"uncommon",notLegalAL:!0,attunement:!0,description:"This iron tower shield gives me a +1 bonus to AC, in addition to the shield's normal bonus to AC. It has 3 charges, regaining 1d3 expended charges daily at dawn. When I am holding the shield and push a creature 5 ft away, I can expend 1 charge to push that creature an additional 10 ft, knock it prone, or both.",descriptionFull:"While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\n Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.",usages:3,recovery:"dawn",additional:"regains 1d3",shieldAdd:["Battering Shield",3],weight:6},MagicItemsList.bloodaxe={name:"Bloodaxe",source:[["W",266]],type:"weapon (greataxe)",rarity:"very rare",notLegalAL:!0,attunement:!0,description:"This rust-colored magical greataxe grants a +2 bonus to attack and damage rolls made with it. The axe deals an additional 1d6 necrotic damage to creature's that aren't constructs or undead. If I reduce a creature to 0 hit points with this axe, I gain 10 temporary hit points.",descriptionFull:"You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.\n This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.",weaponsAdd:["Bloodaxe"],weaponOptions:{baseWeapon:"greataxe",regExpSearch:/bloodaxe/i,name:"Bloodaxe",source:[["W",266]],description:"Heavy, two-handed; +1d6 necrotic damage to living targets",modifiers:[2,2]},weight:7},MagicItemsList["breathing bubble"]={name:"Breathing Bubble",source:[["W",266],["CotN",212]],type:"wondrous item",rarity:"common",notLegalAL:!0,description:"This translucent, bubble-like sphere has a slightly tacky outer surface. I gain its benefits only while wearing it over my head like a helmet. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.",descriptionFull:"This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.",usages:1,recovery:"dawn"},MagicItemsList["brooch of living essence"]={name:"Brooch of Living Essence",source:[["W",266]],type:"wondrous item",rarity:"uncommon",notLegalAL:!0,attunement:!0,description:"While wearing this nondescript brooch, spells and anything else that would detect or reveal my creature type treat me as humanoid, and those that would reveal my alignment treat it as neutral.",descriptionFull:"While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral."},MagicItemsList["butcher's bib"]={name:"Butcher's Bib",source:[["W",266]],type:"wondrous item",rarity:"rare",notLegalAL:!0,attunement:!0,description:"This black leather apron is perpetually covered by blood. Once per turn when I roll damage for a melee attack with a weapon, I can use it to reroll the weapon's damage dice, but must use the new roll. While wearing the bib, my weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20.",descriptionFull:"This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:\n • Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.\n • Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.",calcChanges:{atkAdd:[function(e,a){a.isSpell||a.CritChance||!/slash/i.test(a.theWea.damage[2])||(e.Description+=(e.Description?"; ":"")+"Crit on 19-20",a.CritChance=19),!a.isSpell&&a.isMeleeWeapon&&(e.Description+=(e.Description?"; ":"")+"Reroll damage once per turn")},"My weapon attacks that deal slashing damage score a critical on a to hit roll of both 19 and 20. Once per turn, I can reroll the damage of a melee weapon attack and must use the second result.",19]}},MagicItemsList["coin of delving"]={name:"Coin of Delving",source:[["W",266]],type:"wondrous item",rarity:"common",notLegalAL:!0,description:"This scintillating copper coin sheds dim light in a 5-ft radius. If dropped a distance greater than 5 ft, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.",descriptionFull:"This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone."},MagicItemsList["corpse slayer"]={name:"Corpse Slayer",nameTest:"Corpse Slaying",source:[["W",266]],type:"weapon (any)",rarity:"rare",notLegalAL:!0,attunement:!0,description:"I gain a +1 bonus to attack and damage rolls made with this magic weapon. Undead hit by it take an additional 1d8 damage and gain disadvantage on saving throws against effects that turn undead until the start of my next turn.",descriptionFull:"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.",chooseGear:{type:"weapon",prefixOrSuffix:"brackets",itemName1stPage:["suffix","Corpse Slaying"],descriptionChange:["replace","weapon"]},calcChanges:{atkAdd:[function(e,a){a.isSpell||a.theWea.isMagicWeapon||!/corpse slay(er|ing)/i.test(a.WeaponTextName)||(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,""),e.Description+=(e.Description?"; ":"")+"+1d8 damage vs. undead; Target disadv. vs. turn undead")},'If I include the words "Corpse Slayer" or "Corpse Slaying" in a the name of a weapon, it will be treated as the magic weapon Corpse Slayer, which has a +1 to hit and damage and deals +1d8 damage vs. undead.'],atkCalc:[function(e,a,t){!a.isSpell&&/corpse slay(er|ing)/i.test(a.WeaponTextName)&&(t.magic=a.thisWeapon[1]+1)},""]}},MagicItemsList["dispelling stone"]={name:"Dispelling Stone",source:[["W",266]],type:"wondrous item",rarity:"very rare",notLegalAL:!0,description:"This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 ft and explodes in a 10-ft-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.",descriptionFull:"This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.",usages:1,recovery:"Never"},MagicItemsList.duskcrusher={name:"Duskcrusher",source:[["W",266]],type:"weapon (warhammer)",rarity:"very rare",notLegalAL:!0,attunement:!0,description:"This rod caries the symbol of Pelor. As a bonus action, I can activate its crackling head of sunlight, that shines bright light in 15 ft and dim for another 15 ft. While active, I can use it as a +2 warhammer that deals radiant damage and +1d8 damage to undead. Once per dawn, I can cast Sunbeam with it (DC 15).",descriptionLong:"This leather-wrapped metal rod caries the symbol of Pelor on top. As a bonus action, I can cause a warhammer head of crackling radiance to spring into existence. It emits emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the radiant head is active, the rod functions as a +2 warhammer that deals radiant damage and +1d8 damage to undead. Once per dawn while its radiant head is active, I can use it to cast Sunbeam (DC 15). I can deactivate the head as an action.",descriptionFull:"This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.\n While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage.\n While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.",action:[["bonus action"," (activate)"],["action"," (deactivate)"]],extraLimitedFeatures:[{name:"Duskcrusher (Sunbeam)",usages:1,recovery:"dawn"}],weaponsAdd:["Duskcrusher"],weaponOptions:{baseWeapon:"warhammer",regExpSearch:/duskcrusher/i,name:"Duskcrusher",source:[["W",266]],damage:[1,8,"radiant"],description:"Versatile (1d10); +1d8 damage vs. undead",modifiers:[2,2]},weight:2,fixedDC:15,spellcastingBonus:{name:"Once per dawn",spells:["sunbeam"],selection:["sunbeam"],firstCol:"oncelr"}},MagicItemsList["dust of deliciousness"]={name:"Dust of Deliciousness",source:[["W",267]],type:"wondrous item",rarity:"uncommon",notLegalAL:!0,description:"This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.",descriptionFull:"This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.",usages:6,recovery:"Never"},MagicItemsList["goggles of object reading"]={name:"Goggles of Object Reading",source:[["W",267]],type:"wondrous item",rarity:"uncommon",notLegalAL:!0,attunement:!0,description:"While wearing these leather-framed goggles feature purple crystal lenses, I have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object I can see. Once per dawn, I can cast Identify using the goggles.",descriptionFull:"These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. In addition, you can cast the identify spell using the goggles. Once you do so, you can't do so again until the next dawn.",additional:"Identify",usages:1,recovery:"dawn",spellcastingBonus:{name:"Once per dawn",spells:["identify"],selection:["identify"],firstCol:"oncelr"}},MagicItemsList["hunter's coat"]={name:"Hunter's Coat",source:[["W",267]],type:"armor (leather)",rarity:"very rare",notLegalAL:!0,attunement:!0,description:"I have a +1 bonus to AC while wearing this leather armor. The coat has 3 charges. When I hit a creature with an attack and that creature doesn't have all its hit points, I can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges at dawn.",descriptionFull:"You have a +1 bonus to AC while wearing this armor. The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.",usages:3,recovery:"dawn",additional:"regains 1d3",armorAdd:"Hunter's Coat",armorOptions:[{regExpSearch:/^(?=.*hunter)(?=.*coat).*$/i,name:"Hunter's Coat",source:[["W",267]],type:"light",ac:"11+1",weight:10}],weight:10},MagicItemsList["last stand armor"]={name:"Last Stand Armor",source:[["W",267]],type:"armor (any)",rarity:"very rare",notLegalAL:!0,description:"I have a +1 bonus to AC while wearing this magic armor. If I die while wearing this armor, it is destroyed, and each celestial, fey, and fiend with 30 ft of me must succeed on a DC 15 Charisma saving throw or be banished to their home plane of existence, unless they are already there.",descriptionFull:"You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.",chooseGear:{type:"armor",prefixOrSuffix:"brackets",descriptionChange:["prefix","armor"],itemName1stPage:["suffix","+1 Last Stand"]},extraLimitedFeatures:[{name:"Last Stand Armor",usages:1,recovery:"Never"}]},["This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.",">>Fragment of Possibility<<. A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.","When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.","If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.",">>Soul Snare<<. If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon."]),EGtW_Vestiges_Replace=(MagicItemsList["luxon beacon"]={name:"Luxon Beacon",source:[["W",268]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,description:"Once per dawn, a creature can touch this crystal for 1 minute to gain a Fragment of Possibility. Once for the next 8 hours, it can roll an extra d20 for an attack, check, save, or being attacked, before the outcome is determined. Creatures consecuted to the Luxon that die within 100 miles of it are reincarnated. See notes.",descriptionFull:EGtW_LuxonBeaconFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<<\. /g,function(e,a){return a.toUpperCase()+"\n "})}]},MagicItemsList["needle of mending"]={name:"Needle of Mending",source:[["W",268]],type:"weapon (dagger)",rarity:"rare",notLegalAL:!0,attunement:!0,description:"This weapon is a magic dagger disguised as a sewing needle. As a bonus action, I can speak its command word to transform it into a dagger or back into a needle. I gain a +1 bonus to attack and damage rolls made with the dagger. As an action while holding it, I can cast the mending cantrip from it.",descriptionFull:"This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.\n You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it.",action:[["bonus action"," (transform)"]],weaponsAdd:["Needle of Mending"],weaponOptions:{baseWeapon:"dagger",regExpSearch:/^(?=.*needle)(?=.*mending).*$/i,name:"Needle of Mending",source:[["W",268]],modifiers:[1,1]},spellcastingBonus:{name:"At will",spells:["mending"],selection:["mending"],firstCol:"atwill"},spellChanges:{mending:{time:"1 a",changes:"Using the Needle of Mending, I can cast Mending as an action."}},weight:1},MagicItemsList["nightfall pearl"]={name:"Nightfall Pearl",source:[["W",268]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"I can spend 10 minutes to activate this his 6-inch-diameter, jet-black orb, causing the area within 10 miles of it to become night even if it is daytime. This night lasts for 24 hours, until I cancel it as an action, or until my attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.",descriptionFull:"Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.",action:[["action"," (end)"]],usages:1,recovery:"24 hrs"},MagicItemsList["orb of the veil"]={name:"Orb of the Veil",source:[["W",268]],type:"wondrous item",rarity:"very rare",notLegalAL:!0,attunement:!0,description:"This orb increases my Wisdom and maximum by 2, grants me +60 ft darkvision, and adv. on Wisdom checks to find hidden doors and paths. It is cursed and once attuned to it, I become unwilling to part with it, nonmagical flames within 30 ft of me extinguish, and fire damage I deal is halved (not automated).",descriptionFull:"This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:\n Your Wisdom score increases by 2, as does your maximum for that score.\n You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.\n You have advantage on Wisdom checks to find hidden doors and paths.\n "+toUni("Curse")+". The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.",vision:[["Darkvision","fixed 60"],["Darkvision","+60"]],scores:[0,0,0,0,2,0],scoresMaximum:[0,0,0,0,"+2",0],weight:3},MagicItemsList["potion of maximum power"]={name:"Potion of Maximum Power",source:[["W",268]],type:"potion",rarity:"rare",notLegalAL:!0,description:"Once as an action, I can drink this potion of glowing purple liquid that smells of sugar and plum or administer it to another. The next time the recipient casts a damage-dealing spell of 4th-level or lower within 1 minute, instead of rolling the damage die, the highest number possible for each die is used.",descriptionFull:"The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.\n This glowing purple liquid smells of sugar and plum, but it has a muddy taste.",weight:.5},MagicItemsList["potion of possibility"]={name:"Potion of Possibility",source:[["W",268]],type:"potion",rarity:"very rare",notLegalAL:!0,description:"Once as an action, I can drink this potion of glowing purple liquid that smells of sugar and plum or administer it to another. Twice for the next 8 hours, the consumer can roll an extra d20 for an attack, check, save, or being attacked, before the outcome is determined.",descriptionFull:"When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.\n When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.\n If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.\n While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.",weight:.5},MagicItemsList["reincarnation dust"]={name:"Reincarnation Dust",source:[["W",268]],type:"wondrous item",rarity:"very rare",notLegalAL:!0,usages:1,recovery:"Never",description:"Once I can sprinkle the purple dust in this small pouch on a dead humanoid or a piece of a dead humanoid. The dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.",descriptionFull:"When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.",spellcastingBonus:{name:"Use once",spells:["reincarnate"],selection:["reincarnate"]}},MagicItemsList["ring of obscuring"]={name:"Ring of Obscuring",source:[["W",269]],type:"ring",rarity:"uncommon",notLegalAL:!0,attunement:!0,description:"This band of iron resembling a skull has 3 charges, regaining 1d3 expended charges at dawn. As an action, I can expend 1 charge to cast Fog Cloud from it, with the following changes: the cloud is centered on me when it first appears, the spell lasts for 1 minute, and the spell requires no concentration.",descriptionFull:"This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).",extraLimitedFeatures:[{name:"Ring of Obscuring",usages:3,recovery:"Dawn"}],spellcastingAbility:"class",spellFirstColTitle:"Ch",spellcastingBonus:{name:"1 charge",spells:["fog cloud"],selection:["fog cloud"],firstCol:"1"},spellChanges:{"fog cloud":{range:"Self",duration:"1 min",changes:"When I cast fog cloud with the Ring of Obscuring, the spell is centered on me, lasts for 1 minute, and the requires no concentration."}}},MagicItemsList["ring of temporal salvation"]={name:"Ring of Temporal Salvation",source:[["W",269]],type:"ring",rarity:"rare",notLegalAL:!0,attunement:!0,description:"If I die while wearing this gray crystal ring, I vanish and reappear in an empty space within 5 ft, with 3d6 + my Con mod in HP, and 1 less level of exhaustion (if any). If my maximum HP is less than the amount rolled, my max rises to a similar amount. Once this ring is used, it turns to dust and is destroyed.",descriptionFull:"If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed."},MagicItemsList["rod of retribution"]={name:"Rod of Retribution",source:[["W",269]],type:"rod",rarity:"uncommon",notLegalAL:!0,attunement:!0,description:"This adamantine rod with a glowing crystalline tip has 3 charges, regaining all daily at dawn. As a reaction when a creature I can see within 60 ft damages me, I can expend a charge to force it to make a DC 13 Dexterity save. It takes a 2d10 lightning damage on a failed save, or half as much on a successful one.",descriptionFull:"This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.\n When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.",usages:3,recovery:"dawn",action:[["reaction"," (if damaged)"]],weight:2},MagicItemsList["spell bottle"]={name:"Spell Bottle",source:[["W",269]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"While holding this bottle, I can cast a 5th-level or lower spell into it if empty, or cast the stored spell from it (slot level, DC, and spell attack as original casting). As a reaction when I see a spell being cast in 60 ft, I can try to store it in the empty bottle. Works if 3rd-level or lower, otherwise Int check DC 10 + spell level.",descriptionFull:"This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.\n When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.\n While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.\n If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle."},MagicItemsList["staff of dunamancy"]={name:"Staff of Dunamancy",source:[["W",270]],type:"staff",rarity:"very rare",notLegalAL:!0,attunement:!0,prerequisite:"Requires attunement by a wizard",prereqeval:function(e){return!!classes.known.wizard},description:"This staff has 10 charges, regains 1d6+4 at dawn. If I use its last charge, roll a d20. On a 1, it is destroyed. As an action, I can use its charges to cast Fortune's Favor (2), Pulse Wave (3), or Gravity Sinkhole (4), using my spellcasting ability. Once per dawn, I can turn a failed save vs. a spell that targets only me into a success.",descriptionFull:"This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.\n While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges).\n "+toUni("New Possibility")+". If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.",extraLimitedFeatures:[{name:"Staff of Dunamancy (regains 1d6+4)",usages:10,recovery:"dawn"},{name:"Staff of Dunamancy (New Possibility)",usages:1,recovery:"dawn"}],spellcastingAbility:"class",spellFirstColTitle:"Ch",spellcastingBonus:[{name:"2 charges",spells:["fortune's favor"],selection:["fortune's favor"],firstCol:2},{name:"3 charges",spells:["pulse wave"],selection:["pulse wave"],firstCol:3},{name:"4 charges",spells:["gravity sinkhole"],selection:["gravity sinkhole"],firstCol:4}],spellChanges:{"fortune's favor":{time:"1 a",changes:"Using the Staff of Dunamancy, I can cast Fortune's Favor as an action."}},weight:4},MagicItemsList["staff of the ivory claw"]={name:"Staff of the Ivory Claw",source:[["W",270]],type:"staff",rarity:"rare",notLegalAL:!0,attunement:!0,description:"This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, I gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.",descriptionFull:"This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.",prerequisite:"Requires attunement by a spellcaster",prereqeval:function(e){return e.isSpellcaster},calcChanges:{spellCalc:[function(e,a,t){if("attack"==e)return 1},"While holding the Staff of the Ivory Claw, I have a +1 bonus to spell attack rolls."],atkAdd:[function(e,a){a.isSpell&&!a.theWea.dc&&(e.Description+=(e.Description?"; ":"")+"On crit, +3d6 radiant damage")},"While holding the Staff of the Ivory Claw whenever I score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage."]},weight:4},MagicItemsList["vox seeker"]={name:"Vox Seeker",source:[["W",270]],type:"wondrous item",rarity:"common",notLegalAL:!0,description:"This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up this clockwork device allows it to operate for 1 minute, to a maximum of 10 minutes. See the vox seeker on a companion page. This creature is under the DM's control. If reduced to 0 HP, it is destroyed.",descriptionFull:"This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.",action:[["action"," (wind up)"]],creaturesAdd:[["Vox Seeker"]],creatureOptions:[{name:"Vox Seeker",source:[["W",270]],size:5,type:"Construct",alignment:"",ac:14,hp:7,hd:[2,4],speed:"20 ft, climb 20 ft",scores:[2,10,12,1,10,1],damage_immunities:"poison, psychic",condition_immunities:"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",senses:"Blindsight 60 ft (blind beyond this radius",passivePerception:10,languages:"",challengeRating:"0",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Pincer",ability:2,damage:[1,4,"piercing"],range:"Melee (5 ft)",description:"+3 lightning damage",abilitytodamage:!1}],features:[{name:"Creator",description:"The homunculus obeys the commands of its creator and has the same proficiency bonus. It takes its turn immediately after its creator, on the same initiative count. It can move and take reactions on its own, but only takes the Dodge action on its turn unless its creator takes a bonus action to command it to take another action. If its creator is incapacitated, it can take any action, not just Dodge."}],traits:[{name:"Spider Climb",description:"The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{name:"Voice Lock",description:"The vox seeker must move toward and attack the source of the nearest voice within 60 ft of it, to the exclusion of all other targets, for as long as it remains operational."}]}]},MagicItemsList["weapon of certain death"]={name:"Weapon of Certain Death",nameTest:"of Certain Death",source:[["W",270]],type:"weapon (any)",rarity:"rare",notLegalAL:!0,description:"When I damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of my next turn.",descriptionFull:"When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.",chooseGear:{type:"weapon",prefixOrSuffix:"prefix",descriptionChange:["replace","weapon"]},calcChanges:{atkAdd:[function(e,a){!a.theWea.isMagicWeapon&&/of certain death/i.test(a.WeaponTextName)&&(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,""),e.Description+=(e.Description?"; ":"")+"On hit, target can't heal until my next turn starts")},'If I include the words "of Certain Death" in a the name of a weapon, it will be treated as the magic weapon "Weapon of Certain Death". On a hit, the target can\'t regain hit points until the start of my next turn.']}},function(e){return desc(e).replace(/\bf(oo|ee)t\b/gi,"ft").replace(/you are/gi,"I am").replace(/\byou\b/gi,"I").replace(/(by|giving|grants|of|to|for) I\b/gi,"$1 me").replace(/your/g,"my").replace(/Your/g,"My").replace(/ >>(.*?)<<\. /g,function(e,a){return"\n"+a.toUpperCase()+"\n "})}),EGtW_DanothsVisorFullDescription=["These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.",">>Dormant<<. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.",">>Awakened<<. When Danoth's Visor reaches an awakened state, it gains the following properties:","• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.","• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.","• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.",">>Exalted<<.","When Danoth's Visor reaches an exalted state, it gains the following properties:","• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.","• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn."],EGtW_GrimoireInfinitusFullDescription=(MagicItemsList["danoth's visor"]={name:"Danoth's Visor",source:[["W",270]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. See notes page for more information.",descriptionFull:EGtW_DanothsVisorFullDescription.join("\n ").replace(/>>(.*?)<>Dormant<<. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.","You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.",">>Awakened<<. When the Grimoire Infinitus reaches an awakened state, it gains the following properties:","• While you carry the spellbook, you have advantage on saving throws against spells and magical effects.","• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.",">>Exalted<<. When the Grimoire Infinitus reaches an exalted state, it gains the following properties:","• You can now use your Arcane Recovery feature twice between long rests, rather than once.","• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again."]),EGtW_HideFeralGuardianFullDescription=(MagicItemsList["grimoire infinitus"]={name:"Grimoire Infinitus",source:[["W",271]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"This spellbook with unlimited gilded pages and silver-plated covers can be used by a wizard to prepare and store spells. It holds several spells already. When I use to prepare wizards spells, I can prepare 1 additional spell.",descriptionFull:EGtW_GrimoireInfinitusFullDescription.join("\n ").replace(/>>(.*?)<>Dormant<<. While wearing the armor in its dormant state, you gain the following benefits:","• The armor grants you a +1 bonus to AC.","• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.","• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.",">>Awakened<<. When the armor reaches an awakened state, it gains the following properties:","• The AC bonus of the armor increases to +2.","• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).","• When you cast the polymorph spell using this armor, you can transform into a cave bear.",">>Exalted<<. When the armor reaches an exalted state, it gains the following properties:","• The AC bonus of the armor increases to +3.","• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).","• When you cast the polymorph spell using this armor, you can transform into a guardian wolf."]),EGtW_InfiltratorsKeyFullDescription=(MagicItemsList["hide of the feral guardian"]={name:"Hide of the Feral Guardian",source:[["W",271]],type:"armor (studded leather)",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"This magic studded leather armor retains it benefits even when I'm transformed by an effect that replaces any of my game statistics with those of another creature and then also grants me a bonus to melee attack and damage rolls. Once per dawn, I can use it to cast Polymorph on myself.",descriptionFull:EGtW_HideFeralGuardianFullDescription.join("\n ").replace(/>>(.*?)<>Dormant<<. The Infiltrator's Key grants the following benefits in its dormant state:","• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks.","• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.",">>Awakened<<. When the Infiltrator's Key reaches an awakened state, it gains the following properties:","• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.","• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.",">>Exalted<<. When the Infiltrator's Key reaches an exalted state, it gains the following properties:","• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.","• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn."]),EGtW_StormgirdleFullDescription=(MagicItemsList["infiltrator's key"]={name:"Infiltrator's Key",source:[["W",273]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. See notes page for more information.",descriptionFull:EGtW_InfiltratorsKeyFullDescription.join("\n ").replace(/>>(.*?)<>Dormant<<. While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:","• You have immunity to lightning damage and thunder damage.","• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.","• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.","Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.",">>Awakened<<. While wearing the Stormgirdle in its awakened state, you gain the following benefits:","• Your Strength score becomes 23 if it isn't already 23 or higher.","• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6).","• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.",">>Exalted<<. While wearing the Stormgirdle in its exalted state, you gain the following benefits:","• Your Strength score becomes 25 if it isn't already 25 or higher.","• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6).","• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn."]),EGtW_VerminshroudFullDescription=(MagicItemsList.stormgirdle={name:"Stormgirdle",source:[["W",273]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"A wide belt of leather branded with the symbol of Kord. While attuned to and wearing this belt, I am resistant to lightning and thunder damage. My Strength score becomes 21, provided my Strength is not already 21 or higher. As an action, I can become a Storm Avatar for 1 minute. See notes page for more info.",descriptionFull:EGtW_StormgirdleFullDescription.join("\n ").replace(/>>(.*?)<>Dormant<<. While wearing the Verminshroud in its dormant state, you gain the following benefits:","• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet.","• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.",">>Awakened<<. While wearing the Verminshroud in its awakened state, you gain the following benefits:","• You have resistance to poison damage.","• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.","• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp.",">>Exalted<<. While wearing the Verminshroud in its exalted state, you gain the following benefits:","• You gain a climbing speed equal to your walking speed.","• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.","• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion."]),EGtW_WreathPrismFullDescription=(MagicItemsList.verminshroud={name:"Verminshroud",source:[["W",273]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. See notes page for more info.",descriptionFull:EGtW_VerminshroudFullDescription.join("\n ").replace(/>>(.*?)<>Dormant<<. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet.","When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.",">>Awakened<<. Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:","• You can affect creatures of challenge rating 10 or lower with the wreath.","• The save DC of the wreath's spell increases to 15.",">>Exalted<<. Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:","• You can affect creatures of challenge rating 15 or lower with the wreath.","• The save DC of the wreath's spell increases to 17."]),MOT_PyxisOfPandemoniumFullDescription=(MagicItemsList["wreath of the prism"]={name:"Wreath of the Prism",source:[["W",274]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"This loop of golden thorns is inset with dozens of gems that represent the five colors of Tiamat. I gain darkvision to 60 ft, or extend my darkvision by 60 ft. When I hit a beast, dragon, or monstrosity with an attack, I can cast dominate monster on that creature, depending on its CR. See notes page for info.",descriptionFull:EGtW_WreathPrismFullDescription.join("\n ").replace(/>>(.*?)<>Curse<<. Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours.\n",toUni("d8\tCalamity")," 1\t>>Androphagia<<. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for l minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success."," 2\t>>Bile Blight<<. The vessel casts the harm spell on each creature within 30 feet of it."," 3\t>>Flood<<. The vessel casts the tsunami spell at a point of the DM's choice within 120 feet of it."," 4\t>>Medusa's Gaze<<. The vessel casts the flesh to stone spell on each creature within 30 feet of it."," 5\t>>Labyrinth<<. The vessel casts the maze spell on each creature within 30 feet of it."," 6\t>>Nightmare<<. Tendrils of shadow seep from the vessel and form into 1d4 shadow demons (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile."," 7\t>>Swarming Insects<<. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet."," 8\t>>Unbridled Revel<<. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it."]),MOT_SlingBulletsOfAlthemoneFullDescription=(MagicItemsList["pyxis of pandemonium"]={name:"Pyxis of Pandemonium",source:[["MOT",197]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,description:"Once per long rest, I gain the benefits of a short rest by touching this ornate vessel for 1 minute. I also gain the benefit of Bless until I finish my next rest. After benefiting from this vessel, I have to make a DC 17 Wis save or become charmed by the vessel for 1 hour. If charmed, I must do everything to open it. See Notes.",descriptionLong:"Once per long rest, I can touch this ornate wooden vessel for 1 minute to gain the benefits of a short rest. I then also gain the benefit of the Bless spell until I finish my next rest. After I gain the benefits of a short rest from this vessel, I must make a DC 17 Wisdom save or become charmed by it for 1 hour. On a success, I am immune to its charm for 24 hours. If charmed, I will do everything I can to open the vessel as soon as possible. Once opened, the vessel causes a random effect to occur, then it disappears after 1 minute and reappears, sealed, in random location on the same plane. See Notes.",descriptionFull:MOT_PyxisOfPandemoniumFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>d4 Bullet<<","1 >>Banishment<<. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell.","2 >>Fulguration<<. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage.","3 >>Stunning<<. On a hit, this bullet deals an extra ldlO force damage, and the target is stunned until the end of your next turn.","4 >>Tracking<<. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it."]),IDRotF_HookOfFishersDelightFullDescription=(MagicItemsList["sling bullets of althemone"]={name:"Sling Bullets of Althemone",source:[["MOT",198]],type:"weapon (sling bullet)",rarity:"very rare",notLegalAL:!0,description:"These bullets come in a pouch containing 1d4 + 4 bullets. Attacks made with these sling bullets add +2 to hit and damage. If a bullet misses, it teleports back to its pouch. On a hit, the bullet's effect happens and the bullet loses its magic. I roll on the table to determine each bullet's magical effect, see Notes.",descriptionFull:MOT_SlingBulletsOfAlthemoneFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<>d20\tFish color and result<<","1-10\t>>Green with copper bands<<. This tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses this property and rots if it's not eaten within 24 hours of being caught.","11-14\t>>Yellow with black stripes<<. Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.","15-18\t>>Blue with white bands<<. When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet.","19-20\t>>Gold with silver stripes<<. This tasty fish provides a day's worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it's not eaten within 24 hours of being caught."]),TCoE_Wild_Companion=(MagicItemsList["hook of fisher's delight"]={name:"Hook of Fisher's Delight",source:[["RotF",314]],type:"wondrous item",rarity:"rare",description:"For this tiny silver fishhook to work, I must attach it to the end of a fishing line and immerse it in at least 10 cu ft of water. Then, at the end of each uninterrupted hour of immersion, I roll a d6. On a 6, a magical fish appears on the hook; roll a d20 to determine the fish's properties on the table on the Notes page.",descriptionFull:IDRotF_HookOfFishersDelightFullDescription.join("\n ").replace(/>>(.*?)<>|<>Tattoo Attunement<<. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin."," If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.","\n>>Magic Tattoos<< (TCoE 118)"," Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature."," Once inscribed on a creature's body, damage or injury doesn't impair the tattoo's function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the tattoo's appearance. A magic tattoo can look like a brand, scarification, a birthmark, patterns of scale, or any other cosmetic alteration."," The rarer a magic tattoo is, the more space it typically occupies on a creature's skin. The table below offers guidelines for how large a given tattoo is.","\n>>Tattoo Rarity\tArea Covered<<","Common \tOne hand or foot or a quarter of a limb","Uncommon \tHalf a limb or the scalp","Rare\t\tOne limb","Very Rare \tTwo limbs or the chest or upper back","Legendary \tTwo limbs and the torso"],"\n ")),CM_NetherScrollOfAzumar=(magicTattoosTxt={base:TCoE_magicTattoosDescription,unicode:TCoE_magicTattoosDescription.replace(/>>(.*?)<>(.*?)<>(.*?)<>(.*?)<>Sentience<<. Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them.",">>Personality<<. Snicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword's trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can't be restored in any other way."]),WBtW_Steel_Full_Description=(MagicItemsList["snicker-snack"]={name:"Snicker-Snack",source:[["WBtW",213]],type:"weapon (greatsword)",rarity:"legendary",attunement:!0,prerequisite:"Requires attunement by a non-evil creature",prereqeval:function(e){return!/evil/i.test(What("Alignment"))},description:"I have a +3 bonus on attack and damage rolls with this sentient magic greatsword and can use Cha instead of Str. It ignores slashing resistance. On a 20 to hit, it cuts off "+(typePF?"a head":"one head, possibly killing it instantly")+". If the target has legendary actions, no head, too wide neck, or is immune to slashing damage, it takes +6d8 damage instead. See Notes.",descriptionFull:WBtW_Snicker_Snack_Full_Description.join("\n ").replace(/>>(.*?)<What("Str")&&(e.Mod=6)},"I can use my Charisma modifier instead of my Strength modifier for attack and damage rolls made with Snicker-Snack."]}},["You have a +2 bonus to attack and damage rolls made with this magic weapon.",">>Revivify<<. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.",">>Sentience<<. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight."]),WBtW_Witchlight_Vane_Full_Description=(MagicItemsList.steel={name:"Steel",source:[["WBtW",214]],type:"weapon (longsword)",rarity:"very rare",attunement:!0,prerequisite:"Requires attunement by a good-aligned creature",prereqeval:function(e){return/good/i.test(What("Alignment"))},description:"This sentient longsword adds +2 to attack and damage rolls made with it. As an action once per dawn, I can use it to cast Revivify on a target I touch with the sword. Steel is lawful good and frets over my well-being and doesn't like to back down from a fight. It has Int 8, Wis 11, and Cha 15. See Notes page.",descriptionFull:WBtW_Steel_Full_Description.join("\n ").replace(/>>(.*?)<>Magic Weapon<<. In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.",">>Sense Mood<<. While the vane is inside the perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival.","The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise.",">>Sentience<<. The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time.",">>Additional Properties<<. The vane has the following additional properties:","• The creature holding the vane has vulnerability to lightning damage.","• The creature attuned to the vane can't be blinded, deafened, petrified, or stunned.","• While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no spell components and using Charisma as the spellcasting ability. After the vane's polymorph spell is cast, roll a d8; on a roll of 3 or 8, the vane can't be used to cast this spell again until the next dawn."]),WBtW_Witchlight_Watch_Full_Description=(MagicItemsList["witchlight vane"]={name:"Witchlight Vane",source:[["WBtW",27]],type:"wondrous item",rarity:"legendary",attunement:!0,prerequisite:"Requires attunement by a mister light or his handpicked successor",description:"I can use this sentient ornate rod as a +3 mace that deals an extra 1d8 radiant damage on a hit. It can sense the mood of every creature in the carnival. As an action, I can pinpoint the happiest in the carnival. I can use it to cast spells. I can't be blinded, deafened, petrified, or stunned. See Notes page.",descriptionLong:"This sentient ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. I can use it as a +3 mace that deals an extra 1d8 radiant damage on a hit. It can sense the mood of every creature in the carnival. As an action, I can use it to pinpoint the happiest in the carnival. I can use it to cast Dancing Light, Ray of Frost, and Polymorph. After I use it to cast Polymorph, roll a d8. On a roll of 3 or 8, the vane can't be used to cast Polymorph again until the next dawn. It makes me vulnerable to lightning damage, but I can't be blinded, deafened, petrified, or stunned. See Notes page.",descriptionFull:WBtW_Witchlight_Vane_Full_Description.join("\n ").replace(/>>(.*?)<>Carnival Setup and Takedown<<. The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can't be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed.",">>Additional Properties<<. The pocket watch has the following additional properties:","• While carrying the watch, the creature attuned to it can cast the fire bolt, invisibility, or message spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch's invisibility spell is cast, roll a d8; on a roll of 3 or 8, the watch can't be used to cast this spell again until the next dawn.","• The creature attuned to the watch gains 30 pounds. This extra weight vanishes when the attunement ends.","• The creature attuned to the watch must eat and drink eight times the normal amount each day."]),FToD_dragonborns_add=(MagicItemsList["witchlight watch"]={name:"Witchlight Watch",source:[["WBtW",25]],type:"wondrous item",rarity:"legendary",attunement:!0,prerequisite:"Requires attunement by a mister witch or his handpicked successor",description:"As an action once per 8 hours, I can use this ornate pocket watch to initiate the (un)packing of the carnival over the next hour. I can use it to cast Fire Bolt, Message, and Invisibility. After it casts Invisibility, I roll a d8. On a roll of 3 or 8, I can't cast this again until the next dawn. See Notes page.",descriptionLong:"This ornate pocket watch is fastened to the end of a gold chain and glows with a faint golden light when opened. As an action once per 8 hours, I can use this ornate pocket watch to initiate the (un)packing of the carnival over the next hour, provided the carnival and I are on the same plane of existence. I can use it to cast Fire Bolt, Message, and Invisibility. After I use it to cast Invisibility, roll a d8. On a roll of 3 or 8, it can't be used to cast Invisibility again until the next dawn. As long as I'm attuned to it, I'm 30 lb heavier and must eat and drink eight times the normal amount each day. See Notes page.",descriptionFull:WBtW_Witchlight_Watch_Full_Description.join("\n ").replace(/>>(.*?)<>TYPE<< Breath Weapon: When I take the Attack action on my turn, I can replace one attack with a breath weapon that deals 1d10 >>type<< damage to all in a 5-ft by 30-ft line, Dex save halves (DC 8 + Con mod + Proficiency Bonus). I can do this my Proficiency Bonus per long rest. The damage increases with +1d10 at 5th, 11th, and 17th level.","Chromatic Warding: From 5th level, I can protect myself using my draconic energies. As an action once per long rest, I can become immune to >>type<< damage for 1 minute."],"\n • "),features:{"chromatic warding":{name:"Chromatic Warding",source:[["FToD",10]],minlevel:5,usages:1,recovery:"long rest",action:[["action",""]]}}},Gem:{regExpSearch:/^(?=.*gem)(?=.*dragonborn).*$/i,source:[["FToD",11]],variants:[["Amethyst","Force"],["Crystal","Radiant"],["Emerald","Psychic"],["Sapphire","Thunder"],["Topaz","Necrotic"]],breathWeaponShape:"15-ft cone",trait:desc([">>TYPE<< Breath Weapon: When I take the Attack action on my turn, I can replace one attack with a breath weapon that deals 1d10 >>type<< damage to all in a 15-ft cone, Dex save halves (DC 8 + Con mod + Prof Bonus). I can do this my Prof"+(typePF?"iciency":".")+" Bonus per long rest.","Psionic Mind: "+(typePF?"I can send telepathic messages to any creature I can see within 30 ft that understands at least one language.":"I can telepathically message a creature with a language I can see in 30 ft."),"Gem Flight: From 5th level, I can manifest spectral wings. As a bonus action once per long rest, I can gain, for 1 minute, a flying speed equal to my walking speed and can hover."],"\n • "),features:{"gem flight":{name:"Gem Flight",source:[["FToD",11]],minlevel:5,usages:1,recovery:"long rest",action:[["bonus action",""]]}}},Metallic:{regExpSearch:/^(?=.*metallic)(?=.*dragonborn).*$/i,source:[["FToD",12]],variants:[["Brass","Fire"],["Bronze","Lightning"],["Copper","Acid"],["Gold","Fire"],["Silver","Cold"]],breathWeaponShape:"15-ft cone",trait:desc([">>TYPE<< Breath Weapon: When I take the Attack action on my turn, I can replace one attack with a breath weapon that deals 1d10 >>type<< damage to all in a 15-ft cone, Dex save halves (DC 8 + Con mod + Prof"+(typePF?"iciency":".")+" Bonus). I can do this my Prof"+(typePF?"iciency":".")+" Bonus per long rest.","Metallic Breath Weapon: At 5th level I gain a second breath weapon once per long rest, that works just like the first, but I choose the effect when I use it: Enervating: Con save or incapacitated until my next turn starts. Repulsion: Str save or pushed 20 ft and prone."],"\n • "),features:{"metallic breath weapon":{name:"Metallic Breath Weapon",source:[["FToD",12]],minlevel:5,usages:1,recovery:"long rest",weaponsAdd:["Metallic Breath Weapon"],weaponOptions:[{regExpSearch:/^(?=.*metallic)(?=.*breath)(?=.*weapon).*$/i,name:"Metallic breath weapon",source:[["FToD",12]],ability:3,type:"Natural",damage:["Enervating","","or Repulsion"],range:"15-ft cone",description:"Repulsion: Str save or pushed 20 ft & prone; Enervating: Con save or incapacitated till my next turn starts",abilitytodamage:!1,dc:!0}]}}}};for(e in a){var t=e.toLowerCase(),n=a[e];if(RaceList[t+" dragonborn"]={regExpSearch:n.regExpSearch,name:e+" Dragonborn",sortname:"Dragonborn, "+e,source:n.source,plural:e+" Dragonborn",size:3,speed:{walk:{spd:30,enc:20}},weaponsAdd:["Breath Weapon"],weaponOptions:[{regExpSearch:/^(?=.*breath)(?=.*weapon).*$/i,name:"Breath weapon",source:n.source,ability:3,type:"Natural",damage:["C",10,"fire"],range:n.breathWeaponShape.replace("by","×"),description:"Hits all in area; Dex save, success - half damage",abilitytodamage:!1,dc:!0,dbBreathWeapon:!0}],age:" reach adulthood by 15 and live around 80 years",height:' stand well over 6 feet tall (5\'6" + 2d8")',weight:" weigh around 240 lb (175 + 2d8 × 2d6 lb)",heightMetric:" stand well over 1,8 metres tall (170 + 5d8 cm)",weightMetric:" weigh around 110 kg (80 + 5d8 × 4d6 / 10 kg)",scoresGeneric:!0,trait:e+" Dragonborn\n • "+e+' Ancestry: Choose a type of dragon using the "Racial Options" button. The damage type of my resistance and my breath weapon are determined by the dragon type chosen.'+ +n.trait.replace(/>>type<< /gi,""),features:{"breath weapon":{name:"Breath Weapon",minlevel:1,usages:"Proficiency bonus per ",usagescalc:"event.value = How('Proficiency Bonus');",recovery:"long rest",additional:levels.map(function(e){return(e<5?1:e<11?2:e<17?3:4)+"d10"}),calcChanges:{atkAdd:[function(e,a){a.theWea.dbBreathWeapon&&/dragonborn/i.test(CurrentRace.known)&&CurrentRace.variant&&(e.Damage_Type=CurrentRace.dmgres[0])},"",1]}}},variants:[]},n.features)for(var i in n.features)RaceList[t+" dragonborn"].features[i]=n.features[i];for(var o=0;o>TYPE<>type<>Slumbering (Uncommon)<<. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.",">>Stirring (Rare)<<. The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.",">>Wakened (Very Rare)<<. The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.","As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.",">>Ascendant (Legendary)<<. The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.","The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6."],"dww-slumbering":{description:"This magic weapon decorated with draconic ornaments has absorbed the energy of >>a dragon<< dragon's breath weapon. Whenever I roll a 20 on an attack roll with it, each creature of my choice within 5 ft of the target takes 5 >>dmg type<< damage.",calcChanges:{atkAdd:[function(e,a){if(!a.theWea.isMagicWeapon&&(a.isMeleeWeapon||a.isRangedWeapon)&&/^(?=.*slumbering)(?=.*\b(black|blue|green|red|white|amethyst|crystal|emerald|sapphire|topaz|brass|bronze|copper|gold|silver).(dragon'?s?.wrath|DW)\b).*$/i.test(a.WeaponTextName)){for(var t=a.WeaponTextName.toLowerCase(),n=[["black","acid"],["blue","lightning"],["green","poison"],["red","fire"],["white","cold"],["amethyst","force"],["crystal","radiant"],["emerald","psychic"],["sapphire","thunder"],["topaz","necrotic"],["brass","fire"],["bronze","lightning"],["copper","acid"],["gold","fire"],["silver","cold"]],i=!1,o=0;o>a dragon<< dragon's breath weapon. I add +1 on attack and damage rolls made with it and it deals +1d6 >>dmg type<< damage. When I roll a 20 on an attack roll with it, each creature of my choice within 5 ft of the target takes 5 >>dmg type<< damage.",calcChanges:{atkAdd:[function(e,a){if(!a.theWea.isMagicWeapon&&(a.isMeleeWeapon||a.isRangedWeapon)&&/^(?=.*stirring)(?=.*\b(black|blue|green|red|white|amethyst|crystal|emerald|sapphire|topaz|brass|bronze|copper|gold|silver).(dragon'?s?.wrath|DW)\b).*$/i.test(a.WeaponTextName)){for(var t=a.WeaponTextName.toLowerCase(),n=[["black","acid"],["blue","lightning"],["green","poison"],["red","fire"],["white","cold"],["amethyst","force"],["crystal","radiant"],["emerald","psychic"],["sapphire","thunder"],["topaz","necrotic"],["brass","fire"],["bronze","lightning"],["copper","acid"],["gold","fire"],["silver","cold"]],i=!1,o=0;o>dmg type<< of >>a dragon<< dragon. It adds +2 to its attack and damage rolls and deals +2d6 >>dmg type<< damage. On a 20 to hit, any creature of my choice in 5 ft of the target take 5 damage. As an action once per dawn, it can do a 30-ft cone, Dex DC 16 half, 8d6 damage dragon breath.",calcChanges:{atkAdd:[function(e,a){if(!a.theWea.isMagicWeapon&&(a.isMeleeWeapon||a.isRangedWeapon)&&/^(?=.*wakened)(?=.*\b(black|blue|green|red|white|amethyst|crystal|emerald|sapphire|topaz|brass|bronze|copper|gold|silver).(dragon'?s?.wrath|DW)\b).*$/i.test(a.WeaponTextName)){for(var t=a.WeaponTextName.toLowerCase(),n=[["black","acid"],["blue","lightning"],["green","poison"],["red","fire"],["white","cold"],["amethyst","force"],["crystal","radiant"],["emerald","psychic"],["sapphire","thunder"],["topaz","necrotic"],["brass","fire"],["bronze","lightning"],["copper","acid"],["gold","fire"],["silver","cold"]],i=!1,o=0;o>dragon<< Dragon's Wrath Breath (wakened)",action:[["action",""]],weaponsAdd:">>dragon<< DW Breath (wakened)",weaponOptions:{regExpSearch:"^(?=.*wakened)(?=.*>>dragon<< (dragon'?s? wrath|DW))(?=.*breath).*$",name:">>dragon<< Dragon's Wrath Breath (wakened)",source:[["FToD",25]],ability:0,type:"Magic Item",damage:[8,6,">>type<<"],range:"30-ft cone",description:"Hits all in area; Dex save, success - half damage; Usable only once per dawn",abilitytodamage:!(MagicItemsList["topaz annihilator"]={name:"Topaz Annihilator",source:[["FToD",24]],type:"weapon (firearm)",rarity:"legendary",attunement:!0,description:"This magical firearm deals 2d6 necrotic damage on a hit. It has the two-handed property, requires no ammunition, 100 ft short range, and 300 ft long range. Targets reduced to 0 HP by it turn to dust and only True Resurrection or Wish can restore them to life. Once per dawn, I can use it to cast Disintegrate (DC 18).",descriptionFull:"This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.\n The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.\n While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can't be used again until the next dawn.",weaponsAdd:["Topaz Annihilator"],weaponOptions:{regExpSearch:/^(?=.*Topaz)(?=.*tiamat).*$/i,name:"Topaz Annihilator",source:[["FToD",24]],ability:2,type:"firearm",damage:[2,6,"necrotic"],range:"100/300 ft",weight:10,description:"Two-handed; Targets reduced to 0 HP turn to dust",abilitytodamage:!0},usages:1,recovery:"dawn",additional:"Disintegrate",fixedDC:18,spellcastingBonus:{name:"Once per dawn",spells:["disintegrate"],selection:["disintegrate"],firstCol:"oncelr"}}),dc:!0,modifiers:[8,""]}},"dww-ascendant":{description:"This weapon uses >>dmg type<< of >>a dragon<< dragon. It adds +3 to its attack and damage rolls and deals +3d6 >>dmg type<< damage. On a 20 to hit, any creature of my choice in 5 ft of the target take 5 damage. As an action once per dawn, it can do a 60-ft cone, Dex DC 18 half, 12d6 damage dragon breath.",calcChanges:{atkAdd:[function(e,a){if(!a.theWea.isMagicWeapon&&(a.isMeleeWeapon||a.isRangedWeapon)&&/^(?=.*ascendant)(?=.*\b(black|blue|green|red|white|amethyst|crystal|emerald|sapphire|topaz|brass|bronze|copper|gold|silver).(dragon'?s?.wrath|DW)\b).*$/i.test(a.WeaponTextName)){for(var t=a.WeaponTextName.toLowerCase(),n=[["black","acid"],["blue","lightning"],["green","poison"],["red","fire"],["white","cold"],["amethyst","force"],["crystal","radiant"],["emerald","psychic"],["sapphire","thunder"],["topaz","necrotic"],["brass","fire"],["bronze","lightning"],["copper","acid"],["gold","fire"],["silver","cold"]],i=!1,o=0;o>dragon<< Dragon's Wrath Breath (ascendant)",action:[["action","Dragon's Wrath Breath Weapon"]],weaponsAdd:">>dragon<< DW Breath (ascendant)",weaponOptions:{regExpSearch:"^(?=.*ascendant)(?=.*>>dragon<< (dragon'?s? wrath|DW))(?=.*breath).*$",name:">>dragon<< Dragon's Wrath Breath (ascendant)",source:[["FToD",25]],ability:0,type:"Magic Item",damage:[12,6,">>type<<"],range:"60-ft cone",description:"Hits all in area; Dex save, success - half damage; Usable only once per dawn",abilitytodamage:!1,dc:!0,modifiers:[10,""]}},dragonsWrathWeaponCreate:function(){for(var e=[["Slumbering","uncommon"],["Stirring","rare"],["Wakened","very rare"],["Ascendant","legendary"]],a=[["Black","acid"],["Blue","lightning"],["Green","poison"],["Red","fire"],["White","cold"],["Amethyst","force"],["Crystal","radiant"],["Emerald","psychic"],["Sapphire","thunder"],["Topaz","necrotic"],["Brass","fire"],["Bronze","lightning"],["Copper","acid"],["Gold","fire"],["Silver","cold"]],t=["a","e"],n=FToD_HoardItems["dragon's wrath weapon"].join("\n ").replace(/>>(.*?)<>a dragon<>dmg type<< /gi,""),descriptionFull:n,toNotesPage:[{name:"Full Text",note:i}],allowDuplicates:!0,choicesNotInMenu:!0,choices:[]},h)/^(description|weaponsAdd|weaponOptions|limfeaname)$/.test(b)||(MagicItemsList[c][b]=h[b]);for(var d=0;d>a dragon<>dmg type<>dragon<>dragon<>dragon<>dragon<>Slumbering (Uncommon)<<. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.",">>Stirring (Rare)<<. The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:","• Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls.","• Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.","• Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.",">>Wakened (Very Rare)<<. The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.","• Chromatic. Hold monster, Rime's binding ice","• Gem. Rary's telepathic bond, Raulothim's psychic lance","• Metallic. Fizban's platinum shield, legend lore",">>Ascendant (Legendary)<<. The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn."],dtf_chromatic:{calcChanges:{spellAdd:[function(e,a,t){if("class"==CurrentSpells[t].refType&&!a.psionic&&0!==a.level&&(/(check|checked|marked)box/i.test(a.firstCol)||"warlock"===t&&!/atwill|sp/i.test(a.firstCol)))return genericSpellDmgEdit(e,a,"acid|cold|fire|lightning|lightn\\.?|poison","1d6",!0,!0)},"Whenever I use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and I gain a bonus equal to the number rolled to one of the spell's damage rolls."]},extraLimitedFeatures:[{name:"Dragon-Touched Focus (Hold Monster)",usages:1,recovery:"dawn"},{name:"Dragon-Touched Focus (Rime's Binding Ice)",usages:1,recovery:"dawn"}],spellcastingBonus:{name:"Once per dawn",spells:["hold monster","rime's binding ice"],selection:["hold monster","rime's binding ice"],firstCol:"oncelr",times:2}},dtf_gem:{extraLimitedFeatures:[{name:"Dragon-Touched Focus (Rary's Telepathic Bond)",usages:1,recovery:"dawn"},{name:"Dragon-Touched Focus (R's Psychic Lance)",usages:1,recovery:"dawn"}],spellcastingBonus:{name:"Once per dawn",spells:["rary's telepathic bond","raulothim's psychic lance"],selection:["rary's telepathic bond","raulothim's psychic lance"],firstCol:"oncelr",times:2}},dtf_metallic:{extraLimitedFeatures:[{name:"Dragon-Touched Focus (F's Platinum Shield)",usages:1,recovery:"dawn"},{name:"Dragon-Touched Focus (Legend Lore)",usages:1,recovery:"dawn"}],spellcastingBonus:{name:"Once per dawn",spells:["fizban's platinum shield","legend lore"],selection:["fizban's platinum shield","legend lore"],firstCol:"oncelr",times:2}},dtf_ascendant:{extraLimitedFeatures:[{name:"Dragon-Touched Focus (upcast to 9th-level)",usages:1,recovery:"dawn"}]},"dragon vessel":["This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.",">>Slumbering (Uncommon)<<. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.",">>Stirring (Rare)<<. In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).",">>Wakened (Very Rare)<<. In addition to the options for a Slumbering or Stirring vessel, you can fill a Wakened vessel with wine, a potion of flying, or a potion of healing (superior).",">>Ascendant (Legendary)<<. In addition to the options for other states, you can fill an Ascendant vessel with whiskey, a potion of healing (supreme), or a potion of dragon's majesty (described earlier in this chapter)."],"scaled ornament":["This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.",">>Slumbering (Uncommon)<<. You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.",">>Stirring (Rare)<<. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.",">>Wakened (Very Rare)<<. The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.",">>Ascendant (Legendary)<<. The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back."],hoardMagicItems:["\n\n◆ Hoard Magic Items (FToD 25)","Certain magic items can absorb the ambient magic of a dragon's hoard. The mightier the dragon, the more powerful the item becomes when it is steeped in the dragon's hoard. These items, called hoard items, have four states A hoard item in its Slumbering state has certain base properties, and it gains additional properties when it enters the Stirring (young dragon), Wakened (adult dragon), or Ascendant (ancient dragon) state.","Ordinarily, a hoard item must steep in a dragon's hoard for 1 year to reach the maximum possible state allowed by the age of the hoard's dragon. For example, a hoard item that steeps in an adult dragon's hoard for 1 year enters its Wakened state.","When a dragon is slain, the magic surrounding its hoard becomes volatile. This allows a hoard item to steep more quickly in the hoard. A hoard item steeped in a dragon's hoard for 8 hours rises one state, as long as the steeping begins within 1 hour of the dragon's death and occurs within the dragon's lair. Steeping in this way can't raise the state of the item beyond the state associated with the dragon's age.","Just as hoard items can grow in power by absorbing the ambient magic of a dragon's hoard, so too can these treasures fall back into slumber. If no creature is attuned to a hoard item and that item isn't in a dragon's hoard, the item decreases in power by one state every 30 days until it is Slumbering."].join("\n "),to1stPerson:function(e){return desc(e).replace(/\bf(oo|ee)t\b/gi,"ft").replace(/you are/gi,"I am").replace(/\byou\b/gi,"I").replace(/(by|of|to|for|on) I\b|\bI to|\bI an?\b/gi,"$1 me").replace(/\bI (to|a|an)\b/gi,"me $1").replace(/your/g,"my").replace(/Your/g,"My").replace(/ >>(.*?)( \(.*?\))?<<. /g,function(e,a,t){return"\n "+a.toUpperCase()+t.toLowerCase()+"\n "})+FToD_HoardItems.hoardMagicItems}}),SCC_Murgaxors_Orb_Full_Description=(FToD_HoardItems.dragonsWrathWeaponCreate(),MagicItemsList["dragon-touched focus"]={name:"Dragon-Touched Focus",nameTest:/^(?=.*dragon.touched)(?=.*(focus|rod|wand|staff|scepter|orb|amulet|crystal)).*$/i,source:[["FToD",26]],type:"wondrous item",attunement:!0,prerequisite:"Requires attunement by a spellcaster",prereqeval:function(e){return e.isSpellcaster},description:"",descriptionFull:FToD_HoardItems["dragon-touched focus"].join("\n ").replace(/>>(.*?)<>(.*?)<>(.*?)<>Sentience<<. Murgaxor's orb is a sentient, chaotic evil magic item with the following properties:","• The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.","• The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.","• At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn't a power of the orb that you control.",">>Curse<<. Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor's hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed:","• >>Unconsciousness<<. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake.","• >>Visions of Terror<<. The cursed creature sees terrifying visions, causing it to view all creatures that aren't also cursed as dangerous monsters for 10 minutes. The cursed creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is incapacitated.","After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar magic. All cases of the curse end if Murgaxor's orb is destroyed.",">>Magical Signature<<. As a side effect of the orb's curse, the spell detect magic reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way detect magic offers no further details about.",">>Destroying the Orb<<. Murgaxor's orb has AC 18; 20 hit points; immunity to necrotic, poison, and psychic damage; and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters."]),MotM_Aasimar_trait=(MagicItemsList["murgaxor's orb"]={name:"Murgaxor's Orb",source:[["SCC",126]],type:"wondrous item",rarity:"legendary",attunement:!0,description:"This sentient, chaotic evil orb bears a curse. It can communicate telepathically with any creature touching it. It can cast Suggestion on my turn, possibly on me. I have no control over it. Any Humanoid I touch while holding the orb must make a DC 10 Wisdom save or become cursed. See the Notes page.",descriptionFull:SCC_Murgaxors_Orb_Full_Description.join("\n ").replace(/>>(.*?)<>(.*?)<>(.*?)<<\. /g,function(e,a){return"\n"+a.toUpperCase()+"\n "})}),EGtW_JewelOfThreePrayersFullDescription=["The Jewel of Three Prayers is a Vestige of Divergence. In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart.[[ When the jewel is found, only Sehanine's power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero — or heroes — who can follow in Alyxian's footsteps.]]",">>Dormant<<. In this state, the Jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it.","In its Dormant State, the jewel has the following properties:","• You gain a +1 bonus to AC while wearing the jewel.","• While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required).","• The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the invisibility spell.",">>Awakened<<. In this state, the jewel has received the blessing of Avandra the Change Bringer. Three delicate spires unfurl from the jewel's center, like the buds of flowers opening in the spring. Three lapis lazuli stones rest like dewdrops on these spires.","The following benefits of the jewel improve:","• The bonus that the jewel confers to your AC increases to +2.","• Its number of charges increases to 5.","The jewel gains the following additional properties, which you can use while wearing or holding it:","• You can expend 1 of the jewel's charges (no action required) to end one of the following conditions on yourself: grappled, paralyzed, or restrained.","• When another creature you can see within 60 feet of you fails a saving throw, you can expend 1 of the jewel's charges as a reaction to enable that creature to reroll the saving throw, potentially turning a failure into a success. The creature must use the new roll.",">>Exalted<<. In this state, the jewel has received the blessing of Corellon the Arch Heart. A gleaming emerald surrounded by a halo of gold appears on the jewel.","The following benefits of the jewel improve:","• The bonus that the jewel confers to your AC increases to +3.","• Its number of charges increases to 7.","The jewel gains the following additional properties, which you can use while wearing or holding it:","• You gain the ability to breathe water, and you gain a swimming speed equal to your walking speed.","• Each of your allies within 30 feet of you gains the ability to breathe water and gains a swimming speed equal to its walking speed.","• As a bonus action, you can expend 1 of the jewel's charges to target yourself or one willing creature you can see within 15 feet of yourself. The target teleports to an unoccupied space of your choice within 15 feet of yourself, along with any equipment the target is wearing or carrying. The target appears in a flash of golden radiance, and each creature of your choice within 5 feet of the target's new location must make a DC 18 Constitution saving throw. On a failed save, the creature takes 4d10 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn't blinded."],SJAAG_SpelljammingHelm=(MagicItemsList["jewel of three prayers"]={name:"Jewel of Three Prayers",source:[["CotN",213]],type:"wondrous item",rarity:"legendary",notLegalAL:!0,attunement:!0,description:"The golden chain of this intricate jewel magically resizes to function as a necklace for the creature that wears it. In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart.",descriptionFull:EGtW_JewelOfThreePrayersFullDescription.join("\n ").replace(/>>(.*?)<>Transfer Attunement<<. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends."]),KftGV_ConstantoriPortrait=(MagicItemsList["spelljamming helm"]={name:"Spelljamming Helm",source:[["S:AiS",23]],type:"wondrous item",rarity:"rare",attunement:!0,prerequisite:"Requires attunement by a spellcaster",prereqeval:function(e){return e.isSpellcaster},description:"While attuned to this ornate chair and sitting in it, I can propel and maneuver the ship on which it has been installed through space, air, or water up to the ship's speed. I need to maintain concentration as if concentrating on a spell to do so. The ship can move faster in space if nothing is nearby. See Notes page.",descriptionFull:SJAAG_SpelljammingHelm.join("\n ").replace(/>>(.*?)<>(.*?)<<\. /g,function(e,a){return"\n"+a.toUpperCase()+"\n "})}]},MagicItemsList["wildspace orrery"]={name:"Wildspace Orrery",source:[["S:AiS",23]],type:"wondrous item",rarity:"uncommon",description:"Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location, marking itself as a white, pulsating pinprick of light.",descriptionFull:"Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location."},CreatureList["space eel"]={name:"Space Eel",nameAlt:["Eel, Space"],source:[["S:AiS",55]],size:4,type:"Beast",alignment:"Unaligned",ac:14,hp:7,hd:[2,6],speed:"10 ft, fly 30 ft",scores:[12,18,11,1,10,1],senses:"Darkvision 60 ft",passivePerception:10,challengeRating:"1/2",proficiencyBonus:2,attacksAction:2,attacks:[{name:"Bite",ability:1,damage:[1,6,"piercing"],range:"Melee (5 ft)",description:"Attaches on hit; While attached, auto-damage at turn start, but can't make bite attacks",tooltip:"On a hit, the eel attaches to the target. While attached, the eel can't make bite attacks. Instead, the target takes 4 (1d6 + 1) piercing damage at the start of each of the eel's turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action to detach the eel."},{name:"Tail Spine",ability:1,damage:[1,4,"piercing"],range:"Melee (5 ft)",description:"Target DC 10 Con save or poisoned and paralyzed for 1 min (can save as each turn ends)",tooltip:"The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],traits:[{name:"Unusual Nature",description:"The eel doesn't require air."}],actions:[{name:"Multiattack",description:"If it isn't attached to a creature, the eel makes one bite attack and one tail spine attack."},{name:"Attach",description:"If the eel hits with its bite attack, it attaches to the target. While attached, the eel can't make bite attacks. Instead, the target takes 4 (1d6 + 1) piercing damage at the start of each of the eel's turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action to detach the eel."},{name:"Tail Spine",description:"If the eel hits with its tail spine, the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],wildshapeString:["◆ Senses: Darkvision 60 ft","Unusual Nature: The eel doesn't require air.","Multiattack: If it isn't attached to a creature, the eel makes one bite attack and one tail spine attack.","Bite: Attaches to the target hit by its bite attack, dealing bite damage at the start of each turn. The eel can detach itself as a bonus action. A creature, including the target, can use its action to detach the eel."].join("\n◆ ")},CreatureList["space guppy"]={name:"Space Guppy",nameAlt:["Guppy, Space"],source:[["S:AiS",55]],size:4,type:"Beast",alignment:"Unaligned",ac:13,hp:3,hd:[1,6],speed:"0 ft, fly 30 ft",scores:[3,16,10,1,10,1],senses:"Darkvision 60 ft",passivePerception:10,challengeRating:"0",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Tail Slap",ability:2,damage:[1,"","bludgeoning"],range:"Melee (5 ft)"}],traits:[{name:"Air Envelope",description:"If it has at least 1 hit point, the guppy can generate an air envelope around itself when in a vacuum. This air envelope can sustain the guppy and one other Tiny creature in its space indefinitely."},{name:"Flyby",description:"The guppy doesn't provoke opportunity attacks when it flies out of an enemy's reach."}]},CreatureList["giant space hamster"]={name:"Giant Space Hamster",nameAlt:["Hamster, Giant Space"],source:[["S:AiS",56]],size:2,type:"Beast",alignment:"Unaligned",ac:11,hp:22,hd:[4,10],speed:"30 ft, burrow 10 ft",scores:[14,12,10,2,12,4],senses:"",passivePerception:11,challengeRating:"1/4",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Bite",ability:1,damage:[2,4,"piercing"],range:"Melee (5 ft)"}]},CreatureList["space mollymawk"]={name:"Space Mollymawk",nameAlt:["Mollymawk, Space"],source:[["S:AiS",57]],size:4,type:"Beast",alignment:"Unaligned",ac:12,hp:3,hd:[1,6],speed:"10 ft, fly 50 ft",scores:[6,14,11,3,12,3],skills:{perception:5},senses:"",passivePerception:15,challengeRating:"0",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Bite",ability:2,damage:[1,4,"piercing"],range:"Melee (5 ft)"}],traits:[{name:"Flyby",description:"The mollymawk doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{name:"Hold Breath",description:"The mollymawk can hold its breath for 15 minutes."}]},CreatureList["space swine"]={name:"Space Swine",nameAlt:["Swine, Space"],source:[["S:AiS",57]],size:3,type:"Beast",alignment:"Unaligned",ac:11,hp:22,hd:[4,8],speed:"40 ft, fly 40 ft",scores:[14,12,10,2,12,4],skills:{perception:4,survival:4},senses:"",passivePerception:14,challengeRating:"1/4",proficiencyBonus:2,attacksAction:1,attacks:[{name:"Bite",ability:1,damage:[1,6,"piercing"],range:"Melee (5 ft)"}],traits:[{name:"Barding",description:"Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers. This barding gives them an AC of 16."}],wildshapeString:" "},SourceList["D:SotDQ"]={name:"Dragonlance: Shadow of the Dragon Queen",abbreviation:"D:SotDQ",group:"Campaign Sourcebooks",campaignSetting:"Dragonlance",url:"https://dnd.wizards.com/products/dragonlance",date:"2022/12/06"},RaceList.kender={regExpSearch:/kender/i,name:"Kender",source:[["D:SotDQ",27]],plural:"Kender",size:4,speed:{walk:{spd:30,enc:20}},scoresGeneric:!0,savetxt:{adv_vs:["frightened"]},skillstxt:"Choose one from Insight, Investigation, Sleight of Hand, Stealth, or Survival",abilitySave:[4,5,6],features:{fearless:{name:"Fearless",minlevel:1,usages:1,recovery:"long rest"},taunt:{name:"Taunt",minlevel:1,usages:"Proficiency bonus per ",usagescalc:"event.value = How('Proficiency Bonus');",recovery:"long rest",action:[["bonus action",""]]}},trait:"Kender\n • Fearless: I have adv. on saves against the frightened condition. Once per long rest when I fail "+(typePF?"such a save":"a save to avoid being frightened")+", I can choose to succeed"+(typePF?".":" instead")+"\n • Taunt: As a bonus action, I can taunt a creature within 60 ft of me that can hear and understand me. They must make a Wisdom "+(typePF?"saving throw or have disadvantage":"save (DC 8 + Prof B + Int/Wis/Cha mod; one-time choice) or have disadv.")+" on attack rolls not made against me until the start of my next turn. I can do this a number of times per long rest equal to my proficiency bonus."+(typePF?" The DC equals 8 + my proficiency bonus + Intelligence, Wisdom, or Charisma modifier (one-time choice when selecting this race).":"")},BackgroundList["knight of solamnia"]={regExpSearch:/^(?=.*(knight|champion|warrior))(?=.*solamnia).*$/i,name:"Knight of Solamnia",source:[["D:SotDQ",0],["UA:HoKR",2]],skills:["Athletics","Survival"],gold:10,languageProfs:[2],equipleft:[["Insignia of rank","",""],["Deck of cards","",""]],equipright:[["Common clothes","",3],["Pouch (with coins)","",1]],feature:"Squire of Solamnia",trait:["I pledge my sword to the greater good. If I must perish in pursuit of that good, so be it.","My comrades-in-arms are my family. I'll do whatever it takes to keep them safe.","The protection of innocent people comes first. All other concerns come second.","I joined the knights for the free meals, but their lessons grew on me over time.","I wish my deeds to become the stuff of legends×just like those of the knighthood's heroic founders.","A dishonorable act drove me to become a knight. I have acted with honor ever since."],extra:["Choose a Trinket","Silver disk, recording my heroics","Piece of a fallen knight's armor","Pendant with a crown/rose/sword","Pommel of my mentor's sword","Favor from someone I defended","Locket with silver dragon sketch"]},BackgroundFeatureList["squire of solamnia"]={description:"I gain the Squire of Solamnia feat. In addition, the Knights of Solamnia provide me free, modest lodging and food at any of their fortresses or encampments.",source:[["D:SotDQ",0],["UA:HoKR",2],["UA:HoK",3]],eval:function(){AddFeat("Squire of Solamnia")},removeeval:function(){RemoveFeat("Squire of Solamnia")}},BackgroundList["mage of high sorcery"]={regExpSearch:/^(?=.*(mage|wizard|magus))(?=.*high)(?=.*sorcery).*$/i,name:"Mage of High Sorcery",source:[["D:SotDQ",0],["UA:HoKR",3],["UA:HoK",4]],skills:["Arcana","History"],gold:10,languageProfs:[2],equipleft:[["Bottle of colored ink","",""],["Ink pen","",""]],equipright:[["Common clothes","",3],["Pouch (with coins)","",1]],feature:"Initiate of High Sorcery",trait:["I wish to use my knowledge of magic to better people's lives.","My study of magic might reveal all manner of secrets.","Magic is a means to power, and I will use it to pursue my ambitions.","I learned magic so I'd be able to protect those I care about.","I use my magic to maintain the balance between all things.","Whether in the past, present, or future, I will be the greatest mage ever known."],extra:["Choose a Trinket","Unopened letter from first teacher","Broken black/red/white wooden wand","Scroll with incomprehensible formula","Stone-covered foldable device","Pouch with triple moon symbol","Spellbook with triple moon symbol","Lens to see Nuitari, invisible moon"]},BackgroundFeatureList["initiate of high sorcery"]={description:"I gain the Initiate of High Sorcery feat. In addition, the Mages of High Sorcery provide me with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.",source:[["D:SotDQ",0],["UA:HoKR",3],["UA:HoK",4]],eval:function(){AddFeat("Initiate of High Sorcery")},removeeval:function(){RemoveFeat("Initiate of High Sorcery")}},FeatsList["initiate of high sorcery"]={name:"Initiate of High Sorcery",source:[["D:SotDQ",32],["UA:HoKR",4]],description:"I learn a wizard cantrip and two 1st-levels spell from a list depending on my chosen moon. I can cast each spell once per long rest at its lowest levels without expending a spell slot, or by using a spell slot as normal. I can choose Int, Wis, or Cha as my spellcasting ability for this.",descriptionFull:"You've received training from magic-users affiliated with the Mages of High Sorcery.\n Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.\n\n"+toUni("Lunar Spells")+"\n"+toUni("Moon\t1st-Level Spell")+"\nNuitari\tChoose two from dissonant whispers, false life,\n\thex, and ray of sickness\nLunitari\tChoose two from color spray, disguise self,\n\tfeather fall, and longstrider\nSolinari\tChoose two from comprehend languages, detect\n\tevil and good, protection from evil and good, and\n\tshield\n\n You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.\n Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).",prerequisite:"Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery background",prereqeval:function(e){return classes.known.wizard||classes.known.sorcerer||-1!==CurrentBackground.known.indexOf("mage of high sorcery")||/initiate of high sorcery/i.test(What("Background Feature"))},choices:["Nuitari","Lunitari","Solinari"],nuitari:{description:"I learn a wizard cantrip and two 1st-level spells (Dissonant Whispers, False Life, Hex, or Ray of Sickness). I can cast each spell once per long rest at its lowest level without expending a spell slot, or by using a spell slot as normal. I can choose Int, Wis, or Cha as my spellcasting ability for this.",spellcastingAbility:[4,5,6],allowUpCasting:!0,spellcastingBonus:[{name:"Wizard Cantrip",class:["wizard"],level:[0,0],firstCol:"atwill"},{name:"Nuitari 1st-level spell",spells:["dissonant whispers","false life","hex","ray of sickness"],firstCol:"oncelr",times:2}]},lunitari:{description:"I learn a wizard cantrip and two 1st-level spells (Color Spray, Disguise Self, Feather Fall, Longstrider). I can cast each spell once per long rest at its lowest level without expending a spell slot, or by using a spell slot as normal. I can choose Int, Wis, or Cha as my spellcasting ability for this.",spellcastingAbility:[4,5,6],allowUpCasting:!0,spellcastingBonus:[{name:"Wizard Cantrip",class:["wizard"],level:[0,0],firstCol:"atwill"},{name:"Lunitari 1st-level spell",spells:["color spray","disguise self","feather fall","longstrider"],firstCol:"oncelr",times:2}]},solinari:{description:"I learn a wizard cantrip and two 1st-level spells (Comprehend Languages, Detect Evil and Good, Protection from Evil and Good, Shield). I can cast each spell once per long rest at its lowest level without expending a spell slot, or by using a spell slot as normal. I can choose Int, Wis, or Cha as my spellcasting ability for this.",spellcastingAbility:[4,5,6],allowUpCasting:!0,spellcastingBonus:[{name:"Wizard Cantrip",class:["wizard"],level:[0,0],firstCol:"atwill"},{name:"Solinari 1st-level spell",spells:["comprehend languages","detect evil and good","protection from evil and good","shield"],firstCol:"oncelr",times:2}]}},FeatsList["adept of the black robes"]={name:"Adept of the Black Robes",source:[["D:SotDQ",31],["UA:HoKR",4]],description:"I learn one 2nd-level Ench or Necro spell, which I can cast once per long rest at its lowest level without a spell slot, or as normal with one. When a creature I can see within 60 ft fails its save vs. my damaging spell, I can expend HD up to the spell's level and add the rolls to the damage of the spell for that one creature.",descriptionFull:"You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:\n "+toUni("Ambitious Magic")+". You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the evocation or necromancy school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gain the Initiate of High Sorcery feat.\n "+toUni("Life Channel")+". You can channel your life force into the power of your magic. When a creature you can see within 60 feet fails on a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.",prerequisite:"4th level, Initiate of High Sorcery (Nuitari) feat",prereqeval:function(e){var a=CurrentFeats.known.indexOf("initiate of high sorcery");return 4<=e.characterLevel&&-1!==a&&"nuitari"===CurrentFeats.choices[a]},spellcastingBonus:{name:"2nd-level Evoc/Necro spell",class:"any",school:["Evoc","Necro"],level:[2,2],firstCol:"oncelr"},spellcastingAbility:"initiate of high sorcery_-_nuitari",allowUpCasting:!0},FeatsList["adept of the red robes"]={name:"Adept of the Red Robes",source:[["D:SotDQ",32],["UA:HoKR",4]],description:"I learn a 2nd-level Illusion or Transmutation spell, which I can cast once per long rest at its lowest level without a spell slot, or as normal with one. When I roll 9 or lower on the d20 for an attack or ability check, I can treat the roll as a 10. I can do this a number of times per long rest equal to my proficiency bonus.",descriptionFull:"You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:\n "+toUni("Insightful Magic")+". You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gain the Initiate of High Sorcery feat.\n "+toUni("Magical Balance")+". When you make an attack roll, an ability check, or a saving throw, and roll a 9 or lower on the d20, you can use your reaction to balance fate and treat the roll as a 10. you can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",prerequisite:"4th level, Initiate of High Sorcery (Lunitari) feat",prereqeval:function(e){var a=CurrentFeats.known.indexOf("initiate of high sorcery");return 4<=e.characterLevel&&-1!==a&&"lunitari"===CurrentFeats.choices[a]},usages:"Proficiency bonus per ",usagescalc:"event.value = How('Proficiency Bonus');",recovery:"long rest",spellcastingBonus:{name:"2nd-level Illus/Trans spell",class:"any",school:["Illus","Trans"],level:[2,2],firstCol:"oncelr"},spellcastingAbility:"initiate of high sorcery_-_lunitari",allowUpCasting:!0},FeatsList["adept of the white robes"]={name:"Adept of the White Robes",source:[["D:SotDQ",32],["UA:HoKR",4]],description:"I learn one 2nd-level Abjur or Div spell, which I can cast once per long rest at its lowest level without a spell slot, or as normal with one. As a reaction when I or a creature I can see within 30 ft is damaged, I can expend a spell slot and roll d6s equal to its level to reduce the damage by that much + my spellcasting modifier.",descriptionFull:"You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:\n "+toUni("Protective Magic")+". You learn one 2nd-level spell of you choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gain the Initiate of High Sorcery feat.\n "+toUni("Protective Ward")+". When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.",prerequisite:"4th level, Initiate of High Sorcery (Solinari) feat",prereqeval:function(e){var a=CurrentFeats.known.indexOf("initiate of high sorcery");return 4<=e.characterLevel&&-1!==a&&"solinari"===CurrentFeats.choices[a]},action:[["reaction",""]],spellcastingBonus:{name:"2nd-level Abjur/Div spell",class:"any",school:["Abjur","Div"],level:[2,2],firstCol:"oncelr"},spellcastingAbility:"initiate of high sorcery_-_solinari",allowUpCasting:!0},FeatsList["divinely favored"]={name:"Divinely Favored",source:[["D:SotDQ",32],["UA:HoKR",4]],description:"I learn a cleric cantrip, a 1st-level spell based on my alignment, and Augury. I can cast the spells each once per long rest at their lowest level without a spell slot, or by using a spell slot as normal. I can choose Int, Wis, or Cha as my spellcasting ability for this. I can use a holy symbol as a spellcasting focus for any spell that uses the chosen ability.",descriptionFull:"A god chose you to carry a spark of their power.\n You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the table below. You also learn the augury spell.\n\n"+toUni("Alignment\t1st-level Spell")+"\n Evil\t\tChoose one 1st level warlock spell\n Good\t\tChoose one 1st-level cleric spell\n Neutral\t\tChoose one 1st-level druid spell\n\n You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.\n Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).\n\n In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.",choices:["Evil (warlock spell)","Good (cleric spell)","Neutral (druid spell)"],"evil (warlock spell)":{name:"Divinely Favored [Evil]",description:"I learn a cleric cantrip, a 1st-level warlock spell, and Augury. I can cast each spell once per long rest at their lowest level without a spell slot, or by using a spell slot as normal. I choose Int, Wis, or Cha as my spellcasting ability for this. I can use a holy symbol as a spellcasting focus for any spell that uses the chosen ability.",spellcastingAbility:[4,5,6],allowUpCasting:!0,spellcastingBonus:[{name:"Cleric Cantrip",class:["cleric"],level:[0,0],firstCol:"atwill"},{name:"1st-level Warlock Spell",class:["warlock"],level:[1,1],firstCol:"oncelr"},{name:"Augury",spells:["augury"],selection:["augury"],firstCol:"oncelr"}]},"good (cleric spell)":{name:"Divinely Favored [Good]",description:"I learn a cleric cantrip, a 1st-level cleric spell, and Augury. I can cast each spell once per long rest at their lowest level without a spell slot, or by using a spell slot as normal. I choose Int, Wis, or Cha as my spellcasting ability for this. I can use a holy symbol as a spellcasting focus for any spell that uses the chosen ability.",spellcastingAbility:[4,5,6],allowUpCasting:!0,spellcastingBonus:[{name:"Cleric Cantrip",class:["cleric"],level:[0,0],firstCol:"atwill"},{name:"1st-level Cleric Spell",class:["cleric"],level:[1,1],firstCol:"oncelr"},{name:"Augury",spells:["augury"],selection:["augury"],firstCol:"oncelr"}]},"neutral (druid spell)":{name:"Divinely Favored [Neutral]",description:"I learn a cleric cantrip, a 1st-level druid spell, and Augury. I can cast each spell once per long rest at their lowest level without a spell slot, or by using a spell slot as normal. I choose Int, Wis, or Cha as my spellcasting ability for this. I can use a holy symbol as a spellcasting focus for any spell that uses the chosen ability.",spellcastingAbility:[4,5,6],allowUpCasting:!0,spellcastingBonus:[{name:"Cleric Cantrip",class:["cleric"],level:[0,0],firstCol:"atwill"},{name:"1st-level Druid Spell",class:["druid"],level:[1,1],firstCol:"oncelr"},{name:"Augury",spells:["augury"],selection:["augury"],firstCol:"oncelr"}]}},FeatsList["squire of solamnia"]={name:"Squire of Solamnia",source:[["D:SotDQ",34]],description:"Mounting or dismounting costs me only 5-ft of movement. Once per turn, I can grant myself advantage on a weapon attack, adding +1d8 to the damage roll if it hits. I can use this benefit my proficiency bonus per long rest, but a use is expended only if the attack hits.",descriptionFull:"Your training in the ways of the Knights of Solamnia grants you these benefits:\n "+toUni("Mount Up")+". Mounting or dismounting costs you only 5 feet of movement.\n "+toUni("Precise Strike")+". Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.",prerequisite:"Dragonlance Campaign, plus Fighter, Paladin, or Knight of Solamnia background",prereqeval:function(e){return classes.known.fighter||classes.known.paladin||-1!==CurrentBackground.known.indexOf("knight of solamnia")||/squire of solamnia/i.test(What("Background Feature"))},limfeaname:"Precise Strike (Squire of Solamnia)",usages:"Proficiency bonus per ",usagescalc:"event.value = Number(How('Proficiency Bonus'));",recovery:"long rest"},FeatsList["knight of the crown"]={name:"Knight of the Crown",source:[["D:SotDQ",32]],description:"As a bonus action, I can use Commanding Rally on one ally within 30 ft that can see or hear me to immediately make one weapon attack as a reaction. +1d8 is added to the damage roll, if it hits. I can do this my proficiency bonus per long rest. [+1 Strength, Dexterity, or Constitution]",descriptionFull:"You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:\n "+toUni("Ability Score Increase")+". Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.\n "+toUni("Commanding Rally")+". As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",prerequisite:"4th level, Squire of Solamnia feat",prereqeval:function(e){return 4<=e.characterLevel&&-1!==CurrentFeats.known.indexOf("squire of solamnia")},limfeaname:"Commanding Rally (Knight of the Crown)",usages:"Proficiency bonus per ",usagescalc:"event.value = Number(How('Proficiency Bonus'));",recovery:"long rest",action:[["bonus action",""]],choices:["Strength","Dexterity","Constitution"],strength:{description:"As a bonus action, I can use Commanding Rally on one ally within 30 ft that can see or hear me to immediately make one weapon attack as a reaction. +1d8 is added to the damage roll, if it hits. I can do this my proficiency bonus per long rest. [+1 Strength]",scores:[1,0,0,0,0,0]},dexterity:{description:"As a bonus action, I can use Commanding Rally on one ally within 30 ft that can see or hear me to immediately make one weapon attack as a reaction. +1d8 is added to the damage roll, if it hits. I can do this my proficiency bonus per long rest. [+1 Dexterity]",scores:[0,1,0,0,0,0]},constitution:{description:"As a bonus action, I can use Commanding Rally on one ally within 30 ft that can see or hear me to immediately make one weapon attack as a reaction. +1d8 is added to the damage roll, if it hits. I can do this my proficiency bonus per long rest. [+1 Constitution]",scores:[0,0,1,0,0,0]}},FeatsList["knight of the rose"]={name:"Knight of the Rose",source:[["D:SotDQ",33]],description:"As a bonus action, I can use Bolstering Rally on myself or an ally within 30 ft that I can see and can see or hear me. They gain 1d8 + my proficiency bonus + the modifier of the ability chosen to increase temporary hit points. I can do this my proficiency bonus per long rest. [+1 Constitution, Wisdom, or Charisma]",descriptionFull:"You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:\n "+toUni("Ability Score Increase")+". Increase your Constitution, Wisdom, or Charisma by 1, to a maximum of 20.\n "+toUni("Bolstering Rally")+". As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",prerequisite:"4th level, Squire of Solamnia feat",prereqeval:function(e){return 4<=e.characterLevel&&-1!==CurrentFeats.known.indexOf("squire of solamnia")},limfeaname:"Bolstering Rally (Knight of the Rose)",usages:"Proficiency bonus per ",usagescalc:"event.value = Number(How('Proficiency Bonus'));",recovery:"long rest",action:[["bonus action",""]],choices:["Constitution","Wisdom","Charisma"],constitution:{calculation:'event.value = "As a bonus action, I can use Bolstering Rally on myself or an ally within 30 ft that I can see and can see or hear me. They gain 1d8 + " + (Number(How("Proficiency Bonus")) + Number(What("Con Mod"))) + " temporary hit points (1d8 + proficiency bonus + Constitution modifier). I can do this my proficiency bonus per long rest. [+1 Constitution]";',scores:[0,0,1,0,0,0]},wisdom:{calculation:'event.value = "As a bonus action, I can use Bolstering Rally on myself or an ally within 30 ft that I can see and can see or hear me. They gain 1d8 + " + (Number(How("Proficiency Bonus")) + Number(What("Wis Mod"))) + " temporary hit points (1d8 + proficiency bonus + Wisdom modifier). I can do this my proficiency bonus per long rest. [+1 Wisdom]";',scores:[0,0,0,0,1,0]},charisma:{calculation:'event.value = "As a bonus action, I can use Bolstering Rally on myself or an ally within 30 ft that I can see and can see or hear me. They gain 1d8 + " + (Number(How("Proficiency Bonus")) + Number(What("Cha Mod"))) + " temporary hit points (1d8 + proficiency bonus + Charisma modifier). I can do this my proficiency bonus per long rest. [+1 Charisma]";',scores:[0,0,0,0,0,1]}},FeatsList["knight of the sword"]={name:"Knight of the Sword",source:[["D:SotDQ",33]],description:"Once per turn, when I hit a creature with a weapon attack, I can have it make a Wisdom save DC (8 + Prof Bonus + mod of the ability increased by this feat) or be frightened of me until my next turn ends. On a successful save, the target has disadv. on its next attack before its next turn ends. I can do this my proficiency bonus per long rest. [+1 Int/Wis/Cha]",descriptionFull:"You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:\n "+toUni("Ability Score Increase")+". Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\n "+toUni("Demoralizing Strike")+". Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",prerequisite:"4th level, Squire of Solamnia feat",prereqeval:function(e){return 4<=e.characterLevel&&-1!==CurrentFeats.known.indexOf("squire of solamnia")},limfeaname:"Demoralizing Strike (Knight of the Sword)",usages:"Proficiency bonus per ",usagescalc:"event.value = Number(How('Proficiency Bonus'));",recovery:"long rest",choices:["Intelligence","Wisdom","Charisma"],intelligence:{calculation:'event.value = "Once per turn, when I hit a creature with a weapon attack, I can have it make a Wisdom save DC " + (8 + Number(How("Proficiency Bonus")) + Number(What("Int Mod"))) + " (8 + Prof Bonus + Int mod) or be frightened of me until my next turn ends. On a successful save, the target has disadv. on its next attack before its next turn ends. I can do this my proficiency bonus per long rest. [+1 Int]";',scores:[0,0,0,1,0,0]},wisdom:{calculation:'event.value = "Once per turn, when I hit a creature with a weapon attack, I can have it make a Wisdom save DC " + (8 + Number(How("Proficiency Bonus")) + Number(What("Wis Mod"))) + " (8 + Prof Bonus + Wis mod) or be frightened of me until my next turn ends. On a successful save, the target has disadv. on its next attack before its next turn ends. I can do this my proficiency bonus per long rest. [+1 Wis]";',scores:[0,0,0,0,1,0]},charisma:{calculation:'event.value = "Once per turn, when I hit a creature with a weapon attack, I can have it make a Wisdom save DC " + (8 + Number(How("Proficiency Bonus")) + Number(What("Cha Mod"))) + " (8 + Prof Bonus + Cha mod) or be frightened of me until my next turn ends. On a successful save, the target has disadv. on its next attack before its next turn ends. I can do this my proficiency bonus per long rest. [+1 Cha]";',scores:[0,0,0,0,0,1]}},AddSubClass("sorcerer","lunar sorcery",{regExpSearch:/^(?=.*(sorcerer|sorcery|witch))(?=.*(lunar|moon)).*$/i,subname:"Lunar Sorcery",fullname:"Lunar Sorcerer",source:[["D:SotDQ",0]],features:{subclassfeature1:{name:"Lunar Embodiment",source:[["D:SotDQ",0]],minlevel:1,additional:levels.map(function(e){return(e<3?3:e<5?6:e<7?9:e<9?12:15)+" additional spells known"}),spellcastingExtra:["shield","lesser restoration","dispel magic","death ward","rary's telepathic bond","ray of sickness","blindness/deafness","vampiric touch","confusion","hold monster","color spray","alter self","phantom steed","hallucinatory terrain","mislead"],spellcastingExtraApplyNonconform:!0,description:levels.map(function(e){var a,t={"○ Full: ":["Shield","Lesser Restoration","Dispel Magic","Death Ward","Rary's Telepathic Bond"],"● New: ":["Ray of Sickness","Blindness/deafness","Vampiric Touch","Confusion","Hold Monster"],"◖ Crescent: ":["Color Spray","Alter Self","Phantom Steed","Hallucinatory Terrain","Mislead"]},n=["When I finish a long rest, I can choose a lunar phase: Full, New, or Crescent Moon","I can cast the 1st-level spell of that lunar phase once per long rest without a spell slot"],i=e<3?1:e<5?2:e<7?3:e<9?4:5;for(a in t)n.push(a+t[a].slice(0,i).join(", "));return desc(n)}),calcChanges:{spellAdd:[function(e,a,t,n){if("sorcerer"===t&&!n&&-1!==CurrentSpells.sorcerer.extra.indexOf(e)){var i,o={F:["shield","lesser restoration","dispel magic","death ward","rary's telepathic bond"],N:["ray of sickness","blindness/deafness","vampiric touch","confusion","hold monster"],C:["color spray","alter self","phantom steed","hallucinatory terrain","mislead"]};for(i in o)if(-1!==o[i].indexOf(e))return a.firstCol=i,!0}},'The letters "F", "N", or "C" in the first column are used to indicate that a spell belongs to either the Full Moon, New Moon, or Crescent Moon lunar phase.']},spellFirstColTitle:"Ph",extraLimitedFeatures:[{name:"1st-level lunar phase spell",usages:1,recovery:"long rest"}]},"subclassfeature1.1":{name:"Moon Fire",source:[["D:SotDQ",0]],minlevel:1,description:desc("I know the Sacred Flame cantrip and can use it on 2 creatures within 5 ft of each other"),spellcastingBonus:{name:"Moon Fire",spells:["sacred flame"],selection:["sacred flame"]},weaponsAdd:["Sacred Flame"],spellChanges:{"sacred flame":{description:"Up to 2 creas I see, max 5 ft apart, save or 1d8 Radiant dmg; no cover bonus; +1d8 at CL 5, 11, and 17",descriptionShorter:"Up to 2 creas I see, max 5 ft apart, save or 1d8 Radiant dmg; no cover bonus; +1d8 CL 5/11/17",descriptionCantripDie:"Up to 2 creas I see, max 5 ft apart, save or `CD`d8 Radiant dmg; no bonus for cover on save",changes:"When I cast Sacred Flame, I can target one creature as normal or target two creatures within range that are within 5 feet of each other."}},calcChanges:{atkAdd:[function(e,a){"sacred flame"==a.baseWeaponName&&(e.Description=e.Description.replace("1 creature","up to 2 creatures within 5 ft"))},"When I cast Sacred Flame, I can target one creature as normal or target two creatures within range that are within 5 feet of each other."]}},subclassfeature6:{name:"Lunar Boons",source:[["D:SotDQ",0]],minlevel:6,description:desc(["Each lunar phase is additionally associated with spells of the following schools of magic:","○ Full: Abjur & Div\t\t● New: Ench & Necro\t"+(typePF?"\t":Array(8).join(" "))+"◖ Crescent: Illus & Trans","I can reduce the sorcery point needed for Metamagic of spells of my current phase by 1"]),usages:"Proficiency bonus per ",usagescalc:"event.value = How('Proficiency Bonus');",recovery:"long rest"},"subclassfeature6.1":{name:"Waxing and Waning",source:[["D:SotDQ",0]],minlevel:6,description:" [1 sorcery point]"+desc(["As a bonus action, I can spend 1 sorcery point to change my lunar phase","I can cast each lunar phase's 1st-level spells once per long rest, if it is my current phase"]),action:[["bonus action",""]],extraLimitedFeatures:[{name:"Shield (in Full lunar phase)",usages:1,recovery:"long rest"},{name:"Ray of Sickness (in New lunar phase)",usages:1,recovery:"long rest"},{name:"Color Spray (in Crescent lunar phase)",usages:1,recovery:"long rest"}],eval:function(){RemoveFeature("1st-level lunar phase spell",0,"","","Lunar Sorcerer: Lunar Embodiment")},removeeval:function(){AddFeature("1st-level lunar phase spell",1,"","long rest","Lunar Sorcerer: Lunar Embodiment")}},subclassfeature14:{name:"Lunar Empowerment",source:[["D:SotDQ",0]],minlevel:14,description:" [passive benefits for current phase]"+desc(["○ Full: I shed bright light in a 10-ft radius & dim light for extra 10 ft"," Myself and creatures I choose in 10 ft have adv. on Investigation and Perception checks","● New: I have adv. on Stealth checks; While I'm in darkness, attacks have disadv. vs me","◖ Crescent: I have resistance to Necrotic and Radiant damage"]),dmgres:[["Necrotic","Necro. (in crescent)"],["Radiant","Rad. (in crescent)"]]},subclassfeature18:{name:"Lunar Phenomenon",source:[["D:SotDQ",0]],minlevel:18,description:" [per phase: 1× per long rest or 5 SP]"+desc(["As a bonus action, or as part of changing phase, I can use a power of the (new) phase:","○ Full: Chosen creatures within 30 ft of me must make a Constitution save or be blinded"," This lasts until their next turn ends; I also heal one creature within 30 ft for 3d8 HP","● New: Chosen creatures within 30 ft of me must make a Dexterity save"," If failed, they take 3d10 Necrotic damage and have 0 speed until their next turn ends"," Also, I become invisible until the end of my next turn, or until I attack or cast a spell","◖ Crescent: I can magically teleport to an unoccupied space I can see within 60 ft"," Both of us gain resistance to all damage until the start of my next turn","I can use each phase's bonus action 1/LR, or by spending 5 sorcery points to use it again"]),action:[["bonus action",""]],extraLimitedFeatures:[{name:"Lunar Phenomenon (Full)",usages:1,recovery:"long rest",altResource:"5 SP"},{name:"Lunar Phenomenon (New)",usages:1,recovery:"long rest",altResource:"5 SP"},{name:"Lunar Phenomenon (Crescent)",usages:1,recovery:"long rest",altResource:"5 SP"}]}}}),WeaponsList["hoopak, melee"]={regExpSearch:/hoopak/i,name:"Hoopak, melee",source:[["D:SotDQ",0]],list:"melee",ability:1,type:"Martial",damage:[1,6,"piercing"],range:"Melee",weight:2,description:"Finesse, two-handed; Can be used ranged (40/160 ft) with ammo, for 1d4 bludgeoning damage",special:!0,abilitytodamage:!0},WeaponsList["hoopak, ranged"]={regExpSearch:/^(?=.*hoopak)(?=.*ranged).*$/i,name:"Hoopak, ranged",source:[["D:SotDQ",0]],list:"ranged",ability:1,type:"Martial",damage:[1,4,"bludgeoning"],range:"40/160 ft",weight:2,description:"Ammunition, finesse, two-handed; Can be used in melee without ammo, for 1d6 piercing damage",special:!0,abilitytodamage:!0},MagicItemsList["flying citadel helm"]={name:"Flying Citadel Helm",source:[["D:SotDQ",190]],type:"wondrous item",rarity:"very rare",attunement:!0,prerequisite:"Requires attunement by a spellcaster",prereqeval:function(e){return e.isSpellcaster},description:"This ornate chair allows me to maneuver a flying citadel while concentrating (as if a spell). I can move the citadel through the air 80 ft/round or 8 miles/h, steer it, and see and hear from its highest point as though I were at that location. As an action or bonus action, I can transfer attunement to a willing spellcaster.",descriptionFull:"The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.\n The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as intense.\n While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):\n • You can use the flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour.\n • You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\n • At any time, you can see and hear from the highest point outside the citadel as though you were at that location.\n\n If no creature attuned to the helm is maintaining concentration, the citadel remains motionless in its space.\n "+toUni("Transfer Attunement")+". You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends.\n "+toUni("Crash")+". Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one.",action:[["action"," (Transfer Attunement)"],["bonus action"," (Transfer Attunement)"]]},MagicItemsList["kagonesti forest shroud"]={name:"Kagonesti Forest Shroud",source:[["D:SotDQ",190]],type:"wondrous item",rarity:"rare",attunement:!0,description:"This cloak of autumnal leaves woven together grants me advantage on Dexterity (Stealth) checks. As a bonus action once per dawn, I can use it to magically teleport to an unoccupied space I can see within 30 ft. I then have advantage on the next attack roll I make before the end of the turn.",descriptionFull:"This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.",advantages:[["Stealth",!0]],action:[["bonus action"," (teleport)"]],usages:1,recovery:"Dawn",additional:"teleport"},MagicItemsList["mirror of reflected pasts"]={name:"Mirror of Reflected Pasts",source:[["D:SotDQ",190]],type:"wondrous item",rarity:"very rare",attunement:!0,description:"As an action, I can (de)activate this mirror. It can be activated once per dawn, making it hover in the air, can't be moved, and when a non-construct sees its reflection in it while within 30 ft, it must make a DC 15 Wis save. It is paralyzed until the mirror is deactivated. It can retry the save at the end of each of its turns.",descriptionLong:"As an action, I can activate this mirror of elven design once per dawn, or deactive it. While active, it hovers in the air and can't be moved. When a non-construct creature within 30 ft of the mirror sees its reflection in it, the creature must make a DC 15 Wisdom save or become paralyzed. The creature can repeat the save at the end of each of its turns, but is otherwise paralyzed until the mirror is deactivated. A successful save makes a creature immune for 24 hours. While paralyzed by the mirror, the creature sees idealized versions of events from their past reflected in the mirror's glass.",descriptionFull:"This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed if reduced to 0 hit points.While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror harmlessly floats to the ground. Once the mirror has been deactivated, it can't be activated again until the next dawn.If a non-Construct creature other than you sees its reflection in the activated mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A creature paralyzed by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this mirror's effect for the next 24 hours.While paralyzed by the mirror, the creature sees events from their past reflected in the mirror's glass. These memories aren't real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.",weight:25,action:[["action"," [(de)activate]"]],usages:1,recovery:"Dawn"},SourceList.KftGV={name:"Keys from the Golden Vault [items]",abbreviation:"KftGV",group:"Adventure Books",url:"https://dnd.wizards.com/products/keys-from-the-golden-vault",date:"2023/02/21"},["This painting by famed artist Dkesii Kwan depicts Constantori, a beautiful courtier, who was paid a staggering sum to be Dkesii's model. Whether Constantori's actual appearance matches the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most esteemed associates.",">>Sentience<<. Constantori's Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range of 120 feet and has darkvision within a range of 60 feet, but it can't see anything behind itself.","The painting can converse in Common, Draconic, and Elvish as if it were a living person, though Constantori's mouth doesn't move. Whenever conversation occurs within the portrait's auditory range, the painting eagerly gathers secrets, the names of secret tellers, significant events, or any political conversations.",">>Personality<<. Constantori's Portrait is demanding, condescending, and vain. It doesn't like being covered or placed out of sight, and it loudly condemns anyone who tries to remove it from its gold-leaf frame.",">>Wealth of Information<<. The painting's primary purpose is to observe and recall conversations. Over the past few decades, Constantori's Portrait has quietly observed countless conversations and now possesses an unquantifiable amount of lore—everything from criminal conspiracies to secret passwords. The DM decides what the painting knows and what it doesn't.","While attuned to the painting, you can take an action to telepathically contact it over any distance, provided the painting and you are on the same plane of existence. The painting can't telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).",">>Guardian Portrait<<. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting's enemies. The painting performs this function until you command it to stop or until your attunement to the painting ends.","The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting can see, the painting expends 1 of its charges to cast magic missile (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn.","The painting is a Small object with AC 12, 20 hit points, and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a mending spell, it regains 2d6 hit points."]),KftGV_ShardSolitaire=(MagicItemsList["constantori's portrait"]={name:"Constantori's Portrait",source:[["KftGV",101]],type:"wondrous item",rarity:"very rare",attunement:!0,description:"As an action, I can telepathically contact this sentient painting over any distance while on the same plane. It can't contact me. Maintaining contact requires concentration like on a spell. I can command the painting to guard an area. It can cast Magic Missile 3 times per dawn. See Notes page.",descriptionFull:KftGV_ConstantoriPortrait.join("\n ").replace(/>>(.*?)<>(.*?)<>Comprehend Languages<<. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.",">>Rune Magic<<. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.","You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).","Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table below.\n",">>Rune\tSpell<<","Cloud\tFog Cloud","Death\tInflict Wounds","Dragon\tChromatic Orb","Enemy\tDisguise Self","Fire\tBurning Hands","Friend\tSpeak with Animals","Frost\tArmor of Agathys","Hill\tGoodberry","Journey\tLongstrider","King\tCommand","Mountain\tEntangle","Stone\tSanctuary","Storm\tThunderwave"]),GotG_HarpOfGildedPlenty=(FeatsList["rune shaper"]={name:"Rune Shaper",source:[["GotG",18]],prerequisite:"Spellcasting feature or Rune Carver background",prereqeval:function(e){return e.isSpellcastingClass||-1!==CurrentBackground.known.indexOf("rune carver")||/rune shaper/i.test(What("Background Feature"))},descriptionFull:GotG_RuneShaper.join("\n ").replace(/>>(.*?)<>(.*?)<>Stalwart Song<<. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.",">>Feast of Plenty<<. If you spend 10 minutes playing the harp, you can cast the heroes' feast spell from it. Once this property is used, it can't be used again until 1d10 + 10 days have passed.",">>Soothing Melody<<. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn.",">>Sentience<<. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet.","The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.","The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height."]),PaBTSO_mudslickTowerFullDescription=(MagicItemsList["harp of gilded plenty"]={name:"Harp of Gilded Plenty",source:[["GotG",112]],type:"wondrous item",rarity:"legendary",attunement:!0,descriptionFull:GotG_HarpOfGildedPlenty.join("\n ").replace(/>>(.*?)<>(.*?)<>Carrying Soul Coins<<. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.","An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.",">>Using a Soul Coin<<. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:","• >>Drain Life<<. You siphon away some of the soul's essence and gain 1d10 temporary hit points.","• >>Query<<. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n",">>Freeing a Soul<<. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.","A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace.","Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.",">>Hellish Currency<<. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.","Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes."],MagicItemsList["soul coin"]={name:"Soul Coin",source:[["DiA",225],["CoA",269]],type:"wondrous item",rarity:"uncommon",description:'Each coin traps a unique soul, whose rage or despair is felt by me while I hold it. A coin has 3 charges. As an action, I can expend 1 charge to either siphon the soul\'s essence to grant me 1d10 temporary HP or telepathically ask the soul a question which it must answer truthfully. See "Notes" page for more.',descriptionFull:DiA_soulCoinFullDescription.join("\n ").replace(/>>(.*?)<>(.*?)<-1===CurrentFeats.known.indexOf(e))).length&&(a=1===a.length?a[0]:(e=a.map(e=>FeatsList[e].name),a[AskUserOptions("Fortune's Favor bonus feat","The Fortune's Favor background feature offers a choice of a bonus feat.",e,"radio",!0,"You can change what you select here by changing the feat selection in the corresponding section of the sheet.\nBe aware that if you change the selected feat and remove this background feature, the changed feat will not automatically be removed.",!0)]),AddFeat(FeatsList[a].name),SetFeatureChoice("background feature","fortune's favor",!1,a))},removeeval:function(){var e=GetFeatureChoice("background feature","fortune's favor");e&&RemoveFeat(e)}},BackgroundList.ruined={regExpSearch:/ruined/i,name:"Ruined",source:[["BoMT",58]],skills:["Stealth","Survival"],gold:13,languageProfs:[1],toolProfs:[["Gaming set",1]],equipleft:[["Cracked hourglass","",1],["Rusty manacles","",6],["Bottle, glass (half-empty)","",2],["Hunting trap","",25],["Gaming set matching my proficiency","",""]],equipright:[["Traveler's clothes","",4],["Pouch (with coins)","",1]],feature:"Still Standing",trait:["I've changed from my past, and I work to live up to my new path. (Balance, Throne)","Every moment is a gift I refuse to squander. (Euryale, Skull)","Now that I've overcome having nothing, I can survive anything. (Fool, Ruin, Talons)","I know enemies are set against me, and I always prepare for the worst. (Flames, Rogue)","I interpret every event as part of a larger pattern I just haven't worked out yet. (Puzzle, Star)","I must make up for so much time I've already lost. (Donjon, Void)"],extra:["Select a Trinket","Rusted scrap of family heirloom","Ancient land deed, lost in obscurity","Bauble once imbued with powerful magic","Battered, pierced playing card","Yellowed whispering humanoid tooth","Keepsake from friend turned enemy"]},BackgroundFeatureList["still standing"]={description:"I have weathered ruinous misfortune in my life and I possess hidden reserves because of this. Possibly I've had to keep my senses sharp, had to redouble my efforts to reclaim what is mine, had to stoically persevered through it, or experienced something else transformative. How I've dealt with this is reflected in my choice of one free feat: Alert, Skilled, or Tough.",source:[["BoMT",58]],eval:function(){var e,a;IsNotImport&&(a=["alert","skilled","tough"].filter(e=>-1===CurrentFeats.known.indexOf(e))).length&&(a=1===a.length?a[0]:(e=a.map(e=>FeatsList[e].name),a[AskUserOptions("Still Standing bonus feat","The Still Standing background feature offers a choice of a bonus feat.",e,"radio",!0,"You can change what you select here by changing the feat selection in the corresponding section of the sheet.\nBe aware that if you change the selected feat and remove this background feature, the changed feat will not automatically be removed.",!0)]),AddFeat(FeatsList[a].name),SetFeatureChoice("background feature","still standing",!1,a))},removeeval:function(){var e=GetFeatureChoice("background feature","still standing");e&&RemoveFeat(e)}},FeatsList.cartomancer={name:"Cartomancer",source:[["BoMT",49]],description:'I can use a card deck as a spellcasting focus. I learn and can do stage magic with Prestidigitation. I conceal its components as card tricks when doing so. When I finish a long rest, I can store a spell from my class\' spell list into a card, see "Hidden Ace" notes.',descriptionFull:"You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:\n "+toUni("Card Tricks")+". You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.\n "+toUni("Hidden Ace")+". When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.",prerequisite:"4th-level, Spellcasting feature",prereqeval:function(e){return 4<=e.characterLevel&&e.isSpellcastingClass},spellcastingBonus:[{name:"Cartomancer",spells:["prestidigitation"],selection:["prestidigitation"],firstCol:"atwill"}],spellChanges:{prestidigitation:{components:"V,S*",compMaterial:"When I duplicate the effects of stage magic, I can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.",description:"Harmless sensation, illusory image, snuff light, clean/soil/chill/warm/flavor, stage magic (hide comp)",changes:"When I duplicate the effects of stage magic, I can conceal the verbal and somatic components of the spell as ordinary conversation and card handling."}},action:[["bonus action","Hidden Ace (use imbued card)"]],toNotesPage:[{name:"Hidden Ace",page3notes:!0,note:["When I finish a long rest, I can imbue a spell from my class' spell list into a card for 8 hours","The spell must have a casting time of 1 action and be a level for which I have spell slots","As a bonus action, I can flourish the card and cast the spell within; It then loses its magic"]}]},{toDescrFull:function(e){return(e="string"!=typeof e?e.join("\n "):e).replace(/\[\[.*?\]\]/g,"$1").replace(/>>(.*?)<>(.*?)( \(.*?\))?<<\. /g,function(e,a,t,n,i){return/\n /.test(a)?"\n\n "+t.toUpperCase()+n.toLowerCase()+"\n ":a+t+n+": "})},"voidwalker armor":"This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you're unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM[[ (but might be the House of Cards; see chapter 18)]]. While your soul is trapped in this way, your body is inert and doesn't age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body.","telescopic transporter":"This enormous telescope allows you to view distant celestial objects, including stars, Wildspace systems, and Astral Sea phenomena like the cities of deities or the petrified husks of dead gods.\n After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, you make a DC 17 Intelligence (Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the table below to determine the mishap or chooses a mishap that's good for the campaign.\n\nd6\tMishap\n 1\tThe travelers appear adrift in the Astral Sea.\n 2\tThe travelers appear on a different plane of existence, determined randomly or chosen by the DM.\n 3\tExcess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes 8d6 necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the Reincarnate spell.\n 4\tA creature from the Astral Sea (such as a githyanki knight) appears within 60 feet of the telescope. The DM decides its attitude.\n 5\tThe travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination.\n 6\tThe travelers arrive at their intended destination, but they each appear coated in harmless slime.","sage's signet":{augury:{time:"1 a",changes:"Using the Sage's Signet I can cast Augury once per dawn as an action."}},"shrieking greaves":"The greaves are cursed, and becoming attuned to them extends the curse to you. You can't remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.\n You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 2d8 thunder damage on a failed save, or half as much damage on a successful one.","spindle of fate":[">>Battle Foreknowledge<<. When you roll initiative, you can expend 1 charge to add or subtract your proficiency bonus from the total roll.",">>Doom Foretold<<. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature's doom. While the target is on the same plane of existence as you are, you can sense the direction to its location, and you know the direction of its movement if it's in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll 1d6 and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect.",">>Twist of Fate<<. When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa."],"starshot crossbow":["This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.",">>Constellations<<. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:"," • >>Balance<<. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus."," • >>Flames<<. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage."," • >>Rogue<<. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible."],"deck of miscellany":["Playing Card\t\tItem(s)"," [3♦] Three of diamonds \tWooden abacus"," [4♦] Four of diamonds \tFour vials of perfume"," [5♦] Five of diamonds \t5 days' worth of rations"," [6♦] Six of diamonds\t\tIron pot"," [7♦] Seven of diamonds \tDisguise kit"," [8♦] Eight of diamonds \tWindow (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface"," [9♦] Nine of diamonds \tManacles","[10♦] Ten of diamonds \tTen sheets of parchment"," [3♥] Three of hearts\t\tThree dagger"," [4♥] Four of hearts\t\tFour flasks of oil"," [5♥] Five of hearts\t\tFive silk robes"," [6♥] Six of hearts\t\tForgery kit"," [7♥] Seven of hearts\t\tQuarterstaff"," [8♥] Eight of hearts\t\tFishing tackle"," [9♥] Nine of hearts\t\tLeather pouch containing 18 gp","[10♥] Ten of hearts\t\t10 crossbow bolt"," [3♣] Three of clubs\t\tThree books, written in Common, about random historical events"," [4♣] Four of clubs\t\tCanvas tent"," [5♣] Five of clubs\t\t50 feet of coiled silk rope"," [6♣] Six of clubs\t\tTwo crowbars"," [7♣] Seven of clubs\t\tHealer's kit"," [8♣] Eight of clubs\t\tEight gems worth 5 gp each"," [9♣] Nine of clubs\t\tLamp","[10♣] Ten of clubs\t\t10 feet of iron chain"," [3♠] Three of spades\t\tThree spears"," [4♠] Four of spades\t\tSteel mirror"," [5♠] Five of spades\t\t15-foot wooden pole"," [6♠] Six of spades\t\tBurlap sack"," [7♠] Seven of spades\t\tTwo sets of fine clothes"," [8♠] Eight of spades\t\tShovel"," [9♠] Nine of spades\t\tLight hammer","[10♠] Ten of spades\t\tTen arrows"],"deck of many more things":{features:["Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.","Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.","As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.","Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.","The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.","\n1d100\tCard\t\t1d100\tCard","01\tAberration\t\t 34\tMine","02\tBalance*\t\t 35\tMonstrosity","03\tBeast\t\t 36\tMoon*","04\tBook\t\t 37\tOoze","05\tBridge\t\t 38\tPath","06\tCampfire\t\t 39\tPit","07\tCavern\t\t 40\tPlant","08\tCelestial\t\t 41\tPriest","09\tComet*\t\t 42\tPrisoner","10\tConstruct\t\t 43\tPuzzle*","11\tCorpse\t\t 44\tRing","12\tCrossroads\t\t 45\tRogue*","13\tDonjon*\t\t 46\tRuin*","14\tDoor\t\t 47\tSage*","15\tDragon\t\t 48\tShield","16\tElemental\t\t 49\tShip","17\tEuryale*\t\t 50\tSkull*","18\tExpert\t\t 51\tStaff","19\tFates*\t\t 52\tStairway","20\tFey\t\t 53\tStar*","21\tFiend\t\t 54\tStatue","22\tFlames*\t\t 55\tSun*","23\tFool*\t\t 56\tTalons*","24\tGem*\t\t 57\tTavern","25\tGiant\t\t 58\tTemple","26\tHumanoid\t\t 59\tThrone*","27\tJester*\t\t 60\tTomb","28\tKey*\t\t 61\tTower","29\tKnight*\t\t 62\tTree","30\tLance\t\t 63\tUndead","31\tMage\t\t 64\tVoid*","32\tMap\t\t 65\tWarrior","33\tMaze\t\t 66\tWell","67-00\tRoll again\n","* Found in the Deck of Many Things as depicted in the Dungeon Master's Guide"],cards:[">>Aberration<<. You gain telepathy within a range of 90 feet.",">>Beast<<. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.\n You remain transformed in this way for 2d12 days; nothing can alter your form while you're under the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.",">>Book<<. You gain the ability to speak, read, and write 1d6 + 2 languages of your choice.",">>Bridge<<. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).",">>Campfire<<. You immediately gain the benefits of finishing a long rest.",">>Cavern<<. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free.",">>Celestial<<. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.",">>Construct<<. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator.",">>Corpse<<. You immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the Wish spell.",">>Crossroads<<. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year. This effect can be undone only by the Wish spell, divine intervention, or similar magic.",">>Door<<. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).",">>Dragon<<. A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies.",">>Elemental<<. You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder.",">>Expert<<. Your Dexterity score increases by 2, to a maximum of 22.",">>Fey<<. A fey crossing opens into the Feywild, and you're immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards.\n The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.",">>Fiend<<. A powerful Fiend appears in a nearby unoccupied space and offers you a deal.[[ The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend.]] The Fiend is indifferent to you and can be bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend's offer, it returns to its home plane.",">>Giant<<. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.",">>Humanoid<<. You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared.",">>Lance<<. All your ability scores increase by 1, to a maximum of 20.",">>Mage<<. Your Intelligence score increases by 2, to a maximum of 22.",">>Map<<. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.",">>Maze<<. You gain 1d3 levels of exhaustion.",">>Mine<<. A pile of 2d6 gems (each worth 5,000 gp) and 1d10 chunks of precious ore (each worth 2,500 gp) appears at your feet."],cards2:[">>Monstrosity<<. A Large or larger Monstrosity with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn't enough space for a Large or larger creature to appear, this card has no effect.",">>Ooze<<. A gelatinous cube immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn't enough space for the gelatinous cube to appear, this card has no effect.",">>Path<<. Your walking speed increases by 10 feet.",">>Pit<<. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.",">>Plant<<. You gain the ability to cast Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).",">>Priest<<. Your Wisdom score increases by 2, to a maximum of 22.",">>Prisoner<<. Glowing chains made of magical force appear and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can't cast spells, and any magic items you're wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can't be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves' tools.",">>Ring<<. A rare or rarer magic ring appears on your finger. If you have the attunement slots available, you're automatically attuned to the ring when it appears. The DM chooses the ring.",">>Shield<<. A rare or rarer suit of magic armor that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren't wearing armor.",">>Ship<<. You gain proficiency in three skills chosen by the DM.",">>Staff<<. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.",">>Stairway<<. You can choose to either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item.",">>Statue<<. You immediately have the petrified condition as your body is transformed into marble. The petrification lasts until you are freed with the Greater Restoration spell or similar magic.",">>Tavern<<. Your Charisma score increases by 2 to a maximum of 22.",">>Temple<<. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you.",">>Tomb<<. At any time you choose within 1 year of drawing this card, you can cast the True Resurrection spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).",">>Tower<<. Draw two additional cards beyond your declared number of draws. The magic of these cards doesn't immediately take effect; instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.",">>Tree<<. Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren't wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the Wish spell, divine intervention, or similar magic.",">>Undead<<. Somewhere on the Material Plane, a revenant rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.",">>Warrior<<. Your Strength score increases by 2 to a maximum of 22.",">>Well<<. You learn three cantrips of your choice from any spell list."]},"deck of wild cards":["This deck of heavy vellum cards hums with the magic of the Elemental Chaos.","The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the table below. The card immediately returns to the deck after it hits or misses a target.\n","d4\tSuit\tEffect"," 1\t♣ (Rods)\tThe card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 2d8 fire damage."," 2\t♦ (Coins)\tThe card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes 1d6 lightning damage."," 3\t♥ (Cups)\tThe card covers the target in a thick layer of ice. The target takes 1d10 cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn."," 4\t♠ (Swords)\tThe card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a DC 15 Strength saving throw or have the prone condition."],"deck of wonder":{features:["Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.","Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.","Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.","You can use an altered deck of playing cards to simulate the deck, as shown in the table below.","\n1d13\t1d22\tPlaying Card\t\tCard","\t 1\t[A♦] Ace of diamonds\t\tChancellor*","1\t 2\t[K♦] King of diamonds\t\tDay","2\t 3\t[Q♦] Queen of diamonds \tNight","3\t 4\t[J♦] Jack of diamonds\t\tDawn","\t 5\t[2♦] Two of diamonds\t\tDusk*","\t 6\t[A♥] Ace of hearts\t\tDestiny*","4\t 7\t[K♥] King of hearts\t\tCrown","5\t 8\t[Q♥] Queen of hearts\t\tLock","6\t 9\t[J♥] Jack of hearts\t\tChampion","\t 10\t[2♥] Two of hearts\t\tCoin*","\t 11\t[A♣] Ace of clubs\t\tVulture*","7\t 12\t[K♣] King of clubs\t\tChaos","8\t 13\t[Q♣] Queen of clubs\t\tOrder","9\t 14\t[J♣] Jack of clubs\t\tBeginning","\t 15\t[2♣] Two of clubs\t\tMystery*","\t 16\t[A♠] Ace of spades\t\tIsolation*","10\t 17\t[K♠] King of spades\t\tEnd","11\t 18\t[Q♠] Queen of spades\t\tMonster","12\t 19\t[J♠] Jack of spades\t\tKnife","\t 20\t[2♠] Two of spades\t\tJustice*","\t 21\tJoker (with TM)\t\tStudent*","13\t 22\tJoker (no TM)\t\tMischief\n","* Found only in a deck with twenty-two cards"],cards:[">>Beginning<<. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours.",">>Champion<<. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.",">>Chancellor<<. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).",">>Chaos<<. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.",">>Coin<<. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.",">>Crown<<. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.",">>Dawn<<. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls.",">>Day<<. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.",">>Destiny<<. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point.",">>Dusk<<. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.",">>End<<. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.",">>Isolation<<. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.",">>Justice<<. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.",">>Knife<<. An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon.",">>Lock<<. You gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).",">>Mischief<<. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws.",">>Monster<<. This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic.",">>Mystery<<. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again; together, the two draws count as one of your declared draws.",">>Night<<. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours.",">>Order<<. You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for 1d12 days.",">>Student<<. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).",">>Vulture<<. One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn't recovered within 1 hour, it disappears forever."]}});MagicItemsList["antimagic armor"]={name:"Antimagic Armor",source:[["BoMT",65]],type:"armor (light, medium, or heavy)",rarity:"very rare",attunement:!0,description:"While wearing this armor, once per dawn I can cast Antimagic Field, requiring no spell components. In addition, as a reaction once per dawn, I can give myself advantage on a saving throw I make against a spell.",descriptionFull:"While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can't be used again until the next dawn.\n In addition, while you wear this armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it can't be used again until the next dawn.",chooseGear:{type:"armor",prefixOrSuffix:"brackets",descriptionChange:["prefix","armor"],itemName1stPage:["suffix","Antimagic"]},action:[["reaction","Adv. save vs. spell (1× per dawn)"]],spellcastingBonus:[{name:"Once per dawn",spells:["antimagic field"],selection:["antimagic field"],firstCol:"oncelr"}],extraLimitedFeatures:[{name:"Adv. save vs. spell (Antimagic Armor)",usages:1,recovery:"dawn"},{name:"Antimagic Field (Antimagic Armor)",usages:1,recovery:"dawn"}],spellChanges:{"antimagic field":{components:"",compMaterial:"",changes:"While wearing the armor, it requires no components to cast Antimagic Field."}}},MagicItemsList["armor of fungal spores"]={name:"Armor of Fungal Spores",nameTest:"of Fungal Spores",source:[["BoMT",65]],type:"armor (medium)",rarity:"uncommon",description:"As a bonus action once per dawn while wearing this armor, I can make it emit poisonous spores. These spores fill a 10-ft radius sphere centered on myself. Each creature in that area must make a DC 15 Constitution save or be poisoned until the end of my next turn.",descriptionFull:"While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.",chooseGear:{type:"armor",prefixOrSuffix:"prefix",descriptionChange:["prefix","armor"],excludeCheck:function(e,a){return!/medium/i.test(a.type)}},action:[["bonus action",""]],usages:1,recovery:"dawn"},MagicItemsList["armor of the fallen"]={name:"Armor of the Fallen",nameTest:"of the Fallen",source:[["BoMT",65]],type:"armor (medium or heavy)",rarity:"uncommon",attunement:!0,description:"While wearing this armor, I can use it to cast either Animate Dead or Speak with Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn. My soul keeps this armor together. If I die while attuned to the armor, the armor is destroyed.",descriptionFull:"While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.\n Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.",chooseGear:{type:"armor",prefixOrSuffix:"prefix",descriptionChange:["prefix","armor"],excludeCheck:function(e,a){return!/heavy|medium/i.test(a.type)}},spellcastingBonus:[{name:"either or",spells:["animate dead","speak with dead"],selection:["animate dead","speak with dead"],firstCol:"SP",times:2}],usages:1,recovery:"dawn"},MagicItemsList["armor of weightlessness"]={name:"Armor of Weightlessness",nameTest:"of Weightlessness",source:[["BoMT",65]],type:"armor (light, medium, or heavy)",rarity:"uncommon",attunement:!0,description:"This armor has 5 charges, regaining 1d4+1 expended charges daily at dawn. As a bonus action while wearing it, I can expend 1 or more charges to cast Jump (1 charge) or Levitate (2 charges) on myself.",descriptionFull:"This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).\n This armor regains 1d4 + 1 expended charges daily at dawn.",chooseGear:{type:"armor",prefixOrSuffix:"prefix",descriptionChange:["prefix","armor"]},usages:5,recovery:"dawn",additional:"regains 1d4+1",spellFirstColTitle:"Ch",spellcastingBonus:[{name:"1 charge (self only)",spells:["jump"],selection:["jump"],firstCol:1},{name:"2 charges (self only)",spells:["levitate"],selection:["levitate"],firstCol:2}],spellChanges:{jump:{name:"Jump (self only)",time:"1 bns",range:"Self",description:"My jump distance is tripled for the duration",changes:"Using the Armor of Weightlessness, I can cast Jump as a bonus action, but only on myself."},levitate:{name:"Levitate (self only)",time:"1 bns",range:"Self",save:"",description:"I float and move up vertically up to 20 ft; As part of my move each round, I can move up/down 20 ft",changes:"Using the Armor of Weightlessness, I can cast Levitate as a bonus action, but only on myself."}}},MagicItemsList["baleful talon"]={name:"Baleful Talon",source:[["BoMT",34]],type:"weapon (dagger)",rarity:"very rare",description:"I gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger. When I hit a creature with it and roll a 19 or 20 to hit, the dagger flares with sickly light and deals +6d6 necrotic damage. The creature can make a DC 15 Con save to halve the damage. It turns to dust if this reduces its HP to 0.",descriptionFull:"You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.\n When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.",weight:1,weaponsAdd:["Baleful Talon"],weaponOptions:[{baseWeapon:"dagger",regExpSearch:/^(?=.*baleful)(?=.*talon).*$/i,name:"Baleful Talon",source:[["BoMT",34]],description:"Finesse, light, thrown; Roll of 19-20: +6d6 necrotic damage, DC 15 Con save halves",modifiers:[1,1]}]},MagicItemsList["blasted goggles"]={name:"Blasted Goggles",source:[["BoMT",174]],type:"wondrous item",rarity:"uncommon",attunement:!0,description:"These tinker's goggles have 3 charges, regaining 1d3 daily at dawn. As an action, I can use 1 charge to shoot a beam of light: a creature I can see within 120 ft must make a DC 15 Dexterity save or take 3d6 fire damage. If this is a natural 20, I'm blinded for 24 hours. Cursed: I can't remove these or end attunement.",descriptionFull:"These tinker's goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.\n "+toUni("Cursed")+". The goggles are cursed, and becoming attuned to them extends the curse to you. You can't remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.\n Whenever you use the goggles' fiery beam and the target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.",usages:3,recovery:"dawn",additional:"regains 1d3"},MagicItemsList["bloodrage greataxe"]={name:"Bloodrage Greataxe",source:[["BoMT",66]],type:"weapon (greataxe)",rarity:"uncommon",description:"I gain a +2 bonus to attack and damage rolls made with this magic greataxe while I have half my hit points or fewer.",descriptionFull:"You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.",weight:7,weaponsAdd:["Bloodrage Greataxe"],weaponOptions:[{baseWeapon:"greataxe",regExpSearch:/^(?=.*bloodrage)(?=.*(great|heavy|weida))(?=.*(axe|\bono|\bfu|masakari)s?\b).*$/i,name:"Bloodrage Greataxe",source:[["BoMT",66]],description:"Heavy, two-handed; If I'm ≤ ½ HP: +2 to hit & damage"}]},MagicItemsList["bloodseeker ammunition"]={name:"Bloodseeker Ammunition",nameTest:"Bloodseeker",source:[["BoMT",66]],type:"weapon (any ammunition)",rarity:"very rare",description:"Ranged attack rolls made with this magic ammunition have advantage against any creature doesn't have all its hit points.",descriptionFull:"Ranged attack rolls made with this ammunition have advantage against any creature doesn't have all its hit points.",allowDuplicates:!0,chooseGear:{type:"ammo",prefixOrSuffix:"suffix",descriptionChange:["replace","ammunition"],excludeCheck:function(e,a){return/vials|flasks/i.test(a.icon)}}},MagicItemsList["boomerang shield"]={name:"Boomerang Shield",source:[["BoMT",66]],type:"shield",rarity:"uncommon",attunement:!0,description:"I can make a ranged weapon attack with this magic shield. It reappears in my hand the instant after it hits or misses a target. It has a range of 20 ft and a long range of 60 ft, uses Strength or Dexterity (my choice), I add my proficiency bonus if I'm proficient with shields, and it deals 1d6 slashing damage.",descriptionFull:"You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.",weight:6,shieldAdd:"Boomerang Shield",weaponsAdd:["Boomerang Shield"],weaponOptions:[{regExpSearch:/^(?=.*boomerang)(?=.*shield).*$/i,name:"Boomerang Shield",source:[["BoMT",66]],ability:1,type:"Shield",damage:[1,6,"slashing"],range:"20/60 ft",weight:6,description:"Finesse, thrown; Reappears instantly",abilitytodamage:!0}],calcChanges:{atkAdd:[function(e,a){a.theWea&&"Boomerang Shield"===a.theWea.name&&tDoc.getField("Proficiency Shields").isBoxChecked(0)&&(e.Proficiency=!0)}]}},MagicItemsList["bow of conflagration"]={name:"Bow of Conflagration",nameTest:"of Conflagration",source:[["BoMT",66]],type:"weapon (any bow)",rarity:"rare",attunement:!0,description:"Ammunition fired from this bow blazes brightly. When I hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of my turns until a creature uses an action to extinguish the flames.",descriptionFull:"Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.",chooseGear:{type:"weapon",prefixOrSuffix:"prefix",descriptionChange:["replace","bow"],excludeCheck:function(e,a){var t=/bow/i;return!(t.test(e)||a.baseWeapon&&t.test(a.baseWeapon))}},calcChanges:{atkAdd:[function(e,a){!a.theWea.isMagicWeapon&&a.isRangedWeapon&&/bow/i.test(a.baseWeaponName)&&/conflagration/i.test(a.WeaponTextName)&&(a.theWea.isMagicWeapon=!0,e.Description=e.Description.replace(/(, |; )?Counts as magical/i,""),e.Description+=(e.Description?"; ":"")+"+1d6 fire damage; ignites target object")},'If I include the word "Conflagration" in the name of a bow, it will be treated as the magic weapon Bow of Conflagration. The bow deals an extra 1d6 fire damage. If I target and hit a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of my turns until a creature uses an action to extinguish the flames.']}},MagicItemsList["bow of melodies"]={name:"Bow of Melodies",nameTest:"of Melodies",source:[["BoMT",66]],type:"weapon (any bow)",rarity:"very rare",attunement:!0,description:"This bow has multiple strings. I can use these to play one of two melodies on each attack, imbuing it with magic. Melody of Precision: If I'm proficient with Performance, I add +1 (+2 if expertise) to the attack roll. Melody of Reverberation: the attack deals my Charisma modifier in extra thunder damage.",descriptionFull:"This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.\n You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.\n "+toUni("Melody of Precision")+". If you're proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.\n "+toUni("Melody of Reverberation")+". The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.",chooseGear:{type:"weapon",prefixOrSuffix:"prefix",descriptionChange:["replace","bow"],excludeCheck:function(e,a){var t=/bow/i;return!(t.test(e)||a.baseWeapon&&t.test(a.baseWeapon))}},calcChanges:{atkAdd:[function(e,a){var t=Number(What("Cha Mod"));!a.theWea.isMagicWeapon&&0