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Merge pull request #4977 from SolastaMods/dev
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1.5.97.33
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ThyWoof authored Oct 6, 2024
2 parents 4bb0d2f + 4def4bf commit 5397fec
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Expand Up @@ -953,16 +953,20 @@ FeatGroupFlamesOfPhlegethos Description='You learn to call on hellfire to serve
FeatGroupFlameTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the burning hands and scorching ray spells once per long rest, and you can cast these and hellish rebuke with your spell slots.'.
FeatGroupGeneralAdept Description='Arcane Archer Adept, Eldritch Adept, Fighting Initiate, Infusion Adept, Magic Initiate, Martial Adept, Metamagic Adept, Monk Initiate, Versatility Adept'.
FeatGroupGrappler Description='You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You have advantage on attack rolls against a creature you are grappling.
• You no longer have movement penalties while grappling creatures of your size or smaller.'.
FeatGroupGrudgeBearer Description='You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You gain the following benefits:
• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.'.
FeatGroupHalfAttributes Description='Half Charisma, Half Constitution, Half Dexterity, Half Intelligence, Half Strength, Half Wisdom'.
FeatGroupHalfCharisma Description='Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Baleful Scion [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Dragon Fear [Cha], Dragon Hide [Cha], Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Iridescent Touched [Cha], Menacing, Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]'.
FeatGroupHalfConstitution Description='Awaken the Beast [Con], Badlands Marauder, Baleful Scion [Con], Chef [Con], Creed of Arun, Crusher [Con], Dragon Fear [Con], Dragon Hide [Con], Dwarven Fortitude, Enduring Body, Focused Sleeper, Frost Adaptation, Grudge Bearer [Con], Hard to Kill, Hardy [Con], Infernal Constitution, Orcish Aggression [Con], Orcish Fury [Con], Primal Rage [Con], Robust, Second Chance [Con], Sturdiness of the Tundra'.
FeatGroupHalfDexterity Description='Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]'.
FeatGroupHalfDexterity Description='Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Grappler [Dex], Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]'.
FeatGroupHalfIntelligence Description='Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Arcanist, Awaken the Beast [Int], Baleful Scion [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Theologian, Toxicologist [Int], Verdant Touched [Int]'.
FeatGroupHalfStrength Description='Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grappler, Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]'.
FeatGroupHalfStrength Description='Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Brawler, Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grappler [Str], Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]'.
FeatGroupHalfWisdom Description='Aegis Touched [Wis], Apothecary [Wis], Awaken the Beast [Wis], Baleful Scion [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Grudge Bearer [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision'.
FeatGroupHardy Description='Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.'.
FeatGroupIridescentTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
Expand Down Expand Up @@ -1005,7 +1009,7 @@ When you hit a creature with an attack that deals slashing damage, you can reduc
FeatGroupSpellCombat Description='Baleful Scion, Elemental Adept, Elemental Master, Flawless Concentration, Potent Spellcaster, Powerful Cantrip, Spell Sniper, War Caster'.
FeatGroupSpellSniper Description='You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'.
FeatGroupSquatNimbleness Description='You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.'.
FeatGroupSupportCombat Description='Battle Fervor, Call for Charge, Chef, Gift of the Chromatic Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master'.
FeatGroupSupportCombat Description='Battle Fervor, Brawler, Call for Charge, Chef, Gift of the Chromatic Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master'.
FeatGroupTelekinetic Description='Increase one of your mental attributes by 1, to a maximum of 20.
As a bonus action during combat, you can telekinetically move one creature you can see within 30 ft of you. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your chosen attributes modifier) or be moved 5 ft in a direction of your choosing.'.
FeatGroupTools Description='Initiate Alchemist, Initiate Enchanter, Lock Breaker, Master Alchemist, Master Enchanter, Poisoner, Scriber, Toxicologist'.
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33 changes: 33 additions & 0 deletions Diagnostics/Documentation/ArcaneShots.md
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# 1. - Banishing Arrow [UB]

You use abjuration magic to try to temporarily banish your target to a harmless location. The creature hit by the arrow takes extra 2d6 force damage, and must succeed on a Charisma saving throw or be banished until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 2. - Beguiling Arrow [UB]

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or be charmed until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 3. - Bursting Arrow [UB]

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 15 feet of it take extra 2d6 force damage. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 4. - Enfeebling Arrow [UB]

You weave necromantic magic into your arrow. The creature hit by the arrow takes extra 2d6 necrotic damage, and must succeed on a Constitution saving throw, or deal half damage on Strength based attacks and have disadvantage on all Strength, Dexterity and Constitution saving throws and ability checks until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 5. - Grasping Arrow [UB]

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes extra 2d6 slashing damage, and must succeed on a Strength saving throw or be restrained until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 6. - Revealing Arrow [UB]

You weave divination magic into your arrow, granting brief insight into its defenses. The creature hit by the arrow takes extra 2d6 radiant damage, and must succeed on a Dexterity saving throw or be highlighted until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 7. - Shadow Arrow [UB]

You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or be blinded until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.

# 8. - Slowing Arrow [UB]

You weave transmutation magic into your arrow. The creature hit by the arrow takes extra 2d6 force damage, and must succeed on a Dexterity saving throw or be slowed until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.


142 changes: 142 additions & 0 deletions Diagnostics/Documentation/Backgrounds.md
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# 1. - Academic [SOL]

You had two passions growing up: history and magic. Your teachers saw your interest and ensured that your potential was nurtured. Your mission in life is to discover the secrets of the past, both magical and mundane, so you took your backpack and set out to discover the wonders of Solasta for yourself.

- Proficient with Arcana, Nature, and Insight.
- You still have ties to the Antiquarians and your relationship with them is already good.
- Choose two additional languages.
- Proficient with the Manacalon rosary, supposed to be useful to enchant items.
- 1 x Notebook, 1 x 15 gold pieces, 1 x Commoner's Clothing (Masgarth)

# 2. - Acolyte [SOL]

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.

- Proficient with Religion, Nature, and Insight.
- Proficient with the herbalism kit.
- Choose one additional language.
- 1 x Crafting Starter Pack, 1 x 15 gold pieces, 1 x Commoner's Clothing (Masgarth), 1 x Herbalism Kit

# 3. - Aristocrat [SOL]

Born among the lords of your people, you have received a higher education. Your manners and speech are formal and rigid, and you have difficulties when dealing with low ranking individuals. A life of privilege gave you enough perks to start your adventuring life with a comfortable package.

- Proficient with History, Persuasion and Intimidation.
- Choose two additional languages.
- 1 x Sigil Ring, 1 x 40 gold pieces

# 4. - Artist [SOL]

You have a creative talent, either inborn or developed through years of work and practice, that has provided you with a living. Be it music, painting, sculpture, acting, or some other form of artistic expression, your reputation has spread and people will pay for your works.

- Choose one additional language.
- Proficient with Persuasion, Deception, and Performance.
- 1 x Canceled Contract, 1 x 25 gold pieces, 1 x Noble Clothes (Masgarth), 1 x Bronze Statuette

# 5. - Ascetic [SOL]

You eschew the world and its material concerns, devoting yourself to spiritual and intellectual perfection. Luxury and even comfort are anathema to you, for they soften the spirit and distract the mind from what is truly important.

- Choose one additional language.
- Proficient with Survival and Insight.
- Proficient with Herbalism Kit
- 1 x Angry Violet, 1 x Herbalism Kit, 1 x Abyss Moss, 1 x Blood Daffodil

# 6. - Devoted [UB]

After years of purposeless wandering and fruitless searching, you have found your cause. Be it a deity or religion, a political campaign, a philosophical movement, or simply promotion of Master Tuckin's fine ales and mead, you have seen the light and are wholeheartedly devoted to furthering your chosen cause.

- Gain the cantrip Sacred Flame.
- Insight, Investigation and Religion
- 1 x Noble Clothes (Dominion), 1 x Potion of Healing, 1 x Torch, 5 x Ration Pouch

# 7. - Farmer [UB]

You have worked the land and hand-raised livestock from birth to feed the mouths of many. As a farmer, you woke up before the sun and came in from working the fields after it set. You have left behind a mundane life to seek adventure for thrill or fame or fortune.

- Proficiency in clubs and hand axes. +1 to hit with them.
- Animal Handling, Nature and Perception
- 1 x Commoner's Clothing (Masgarth), 1 x Handaxe, 1 x Torch, 5 x Ration Pouch

# 8. - Lawkeeper [SOL]

As a former deputy, you have an instinct for spotting trouble and the force of personality to nip it in the bud. After a while keeping the peace in the Principality of Masgarth, though, dealing with petty criminals every day just wasn't enough. You took what you had learned and embarked on a life of travel and discovery.

- Proficient with Perception and Intimidation
- Proficient with martial weapons.
- Choose one additional language.
- 1 x Lawkeeper's Badge, 1 x 10 gold pieces, 1 x Commoner's Clothing (Masgarth)

# 9. - Lowlife [SOL]

Born in the streets, you have always been discarded by most commoners, and learned to survive with close to nothing. This made you tough and resourceful. Manners and education are not your strong suit, but you have learned to compensate with other qualities.

- Proficient with Stealth, Sleight of Hand and Deception.
- Proficient with thieves' tools.
- 1 x Commoner's Clothing (Masgarth), 1 x Thieves' Tools

# 10. - Militia [UB]

You were a member of a town guard or the civil militia dedicated to the protection of a settlement.

- Proficiency in light armor.
- Proficiency in short sword and spear.
- Athletics, Deception and Intimidation
- 3 x Torch, 1 x 10 gold pieces

# 11. - Occultist [SOL]

You have devoted your life to the study of hidden and forbidden knowledge. Where others follow well-trodden academic paths, you strike out into the intellectual unknown, which is as surprising and as dangerous as any literal wilderness.

- Choose one additional language.
- Proficient with Arcana and Deception.
- Proficient with Scroll Kit.
- 1 x Old Notebook, 1 x 25 gold pieces, 1 x Scroll Kit

# 12. - Philosopher [SOL]

You have spent almost all of your life reading books and learning about the world of Solasta and even others. You are passionate about knowledge and an expert when it comes to understanding. Now you've decided to take a new path, to explore and discover the world by yourself.

- Proficient with Medicine and Persuasion.
- Proficient with herbalism kit.
- Choose two additional languages.
- 1 x Crafting Starter Pack, 1 x 25 gold pieces, 1 x Herbalism Kit

# 13. - Sellsword [SOL]

You spent your youth in a company of mercenaries and since then, your fighting skills have been put to the service of gold. Companionship and bloodshed have forged your character and made you both tough and bitter.

- Proficient with Athletics and Intimidation.
- Proficient with medium armor.
- Choose one additional language.
- You are trained to craft basic ammunition with smith's tools: arrows and bolts.
- 1 x Military Campaign Ribbon, 1 x 10 gold pieces, 1 x Commoner's Clothing (Masgarth)

# 14. - Spy [SOL]

You have spent years working as a low-level diplomatic aide, learning the tricks of spycraft between the Principality, the New Empire, and the Kingdom of Gallivan. You have chosen not to take sides and never became an official spy, but you have retained the skills necessary for your emancipation.

- Proficient with Stealth and Deception.
- Proficient with Nature and poisoner's kit.
- Choose two additional languages.
- You learned a number of codes used by intelligence organizations in the Eastern Kingdoms, and are able to decipher most of them.
- 1 x Thieves' Tools, 1 x 25 gold pieces, 1 x Poisoner's Kit, 1 x Crafting manual {0}

# 15. - Troublemaker [UB]

Wastrels in city streets and noble courts.

- Proficiency in rapier.
- Athletics, Deception and Intimidation
- Choose one additional language.
- 1 x Noble Clothes (Red), 1 x Rapier, 1 x 10 gold pieces

# 16. - Wanderer [SOL]

You were born in the Marches, in a small outpost built during the Principality's attempt to colonize this region. You were raised and trained to survive the harsh and perilous environment. You had few friends, no school, and became a loner - though you learned the true worth of friendship, the kind that keeps you alive.

- Proficient with Survival and Nature.
- Proficient with Smith Tools and Herbalism Kit.
- 1 x Explorer's Pack, 1 x Torch, 1 x Commoner's Clothing (Masgarth), 1 x Herbalism Kit


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