diff --git a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt index 08b9c72d00..c645b32cab 100644 --- a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt +++ b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt @@ -953,6 +953,10 @@ 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. @@ -960,9 +964,9 @@ FeatGroupGrudgeBearer Description='You have a deep hatred for a particular kind 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. @@ -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'. diff --git a/Diagnostics/Documentation/ArcaneShots.md b/Diagnostics/Documentation/ArcaneShots.md new file mode 100644 index 0000000000..e64b47e707 --- /dev/null +++ b/Diagnostics/Documentation/ArcaneShots.md @@ -0,0 +1,33 @@ +# 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. + + diff --git a/Diagnostics/Documentation/Backgrounds.md b/Diagnostics/Documentation/Backgrounds.md new file mode 100644 index 0000000000..c7e2b1a283 --- /dev/null +++ b/Diagnostics/Documentation/Backgrounds.md @@ -0,0 +1,142 @@ +# 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 + + diff --git a/Diagnostics/Documentation/Classes.md b/Diagnostics/Documentation/Classes.md new file mode 100644 index 0000000000..56b57304d0 --- /dev/null +++ b/Diagnostics/Documentation/Classes.md @@ -0,0 +1,1895 @@ +# 1. - Artificer [UB] + +Artificers are tinkerers, alchemists, and more. They bridge the space between magic and technology. + + +### Level 1 + +* Artificer Armor Proficiencies + +Light Armor,Medium Armor,Shield + +* Artificer Skill Proficiencies + +Choose 2 of these skills: Arcana,History,Investigation,Medicine,Nature,Perception,Sleight of Hand + +* Artificer Tool Proficiencies + +Proficient with these tools: Smith's tools,Thieves' Tools + +* Artificer Tool Proficiency Choice + +Choose one of these tools: Disguise Kit,Manacalon Rosary,Herbalism Kit,Poisoner's Kit,Scroll Kit + +* Artificer Weapon Proficiency + +Simple Weapons + +* Magical Tinkering + +You know how to invest a spark of magic into mundane objects. Learn these cantrips: Dazzle,Light,Shine,Sparkle + +* Saving Throw Proficiencies + +Constitution,Intelligence + +* Artificer Spellcasting + +Can cast spells from the Artificer Spells list. You can use item that bears your infusion or any universal focus as a focus for your spells. You can cast a spell as a ritual if the spell has the ritual tag, and you have it prepared. + + +### Level 2 + +* Infusions + +You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Learn 4 infusion of your choice. Whenever you gain a level in this class, you can replace one of the Artificer infusions you learned with a new one. +After each long rest you can infuse 2 items. If you try to exceed your maximum amount of infused object, the oldest infusion ends and then new infusion applies. The infusion also vanishes if you replace your knowledge of the infusion. + + +### Level 3 + +* Field Of Study + +Select Field Of Study to focus on. + +* Know Your Tools + +Choose one of these tools: Disguise Kit,Manacalon Rosary,Herbalism Kit,Poisoner's Kit,Scroll Kit + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 6 + +* Artificer Tool Expertise + +You gain proficiency with all crafting tools, or expertise if you were already proficient with that tool. + +* Infusion Limit Increase + +You can have 1 more item infused at a time. + +* Learn Infusion + +Select 2 new infusions to learn. + + +### Level 7 + +* Flash of Genius + +When ally in 30ft fails saving throw by less than your Intelligence modifier, you can use your reaction to improvise help that would give that roll a bonus equal to your Intelligence modifier. You can use this ability Intelligence modifier times per long rest. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 10 + +* Infusion Limit Increase + +You can have 1 more item infused at a time. + +* Learn Infusion + +Select 2 new infusions to learn. + +* Magic Item Adept + +You have achieved a profound understanding of how to use and make magic items: +• Your attunement limit raises by 1 +• You craft items in quarter of the normal time. + + +### Level 11 + +* Spell-Storing Wand + +Create a wand that can cast one of the 1st or 2nd level Artificer spells. Wand uses your Artificer spell attack modifier and save DC. Wand will disappear when all charges are spent or if you create new wand. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 14 + +* Infusion Limit Increase + +You can have 1 more item infused at a time. + +* Learn Infusion + +Select 2 new infusions to learn. + +* Magic Item Savant + +Your skill with magic items deepens more: +• Your attunement limit raises by 1 +• You ignore class requirements on attuning to a magic item. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Infusion Limit Increase + +You can have 1 more item infused at a time. + +* Learn Infusion + +Select 2 new infusions to learn. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Soul of Artifice + +You develop a mystical connection to your magic items, which you can draw on for protection: +• You gain a +1 bonus to all saving throws per magic item you are currently attuned to. +• Whenever you are reduced to 0 hit points, you regain a number of hit points equal to your artificer level, and stand up. You can use this feature once per long rest. + + + +# 2. - Barbarian [SOL] + +Barbarians are fierce warriors from the edge of civilization. Their battle rage makes them dangerous combatants. + + +### Level 1 + +* Barbarian Armor Proficiencies + +Light Armor,Medium Armor,Shield + +* Barbarian Skills + +Choose 2 of these skills: Animal Handling,Athletics,Intimidation,Nature,Perception,Survival + +* Barbarian Weapon Proficiencies + +Simple Weapons,Martial Weapons + +* Rage + +In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. This grants you advantage on strength saves and checks, an initial +2 bonus to melee attack damage, and resistance to slashing, bludgeoning, and piercing damage. You gain these benefits only if you are not wearing heavy armor. Lasts for 1 minute or ends if you have not attacked or suffered damage since your last turn. + You start with 2 rages, renewed after a long rest. + +* Saving Throw Proficiencies + +Strength,Constitution + +* Unarmored Defense + +When you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. + + +### Level 2 + +* Danger Sense + +You have advantage on Dexterity saving throws for effects and spells, as long as you are not blinded or incapacitated. + +* Reckless Attack + +Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. + + +### Level 3 + +* Additional Rage Use + +You can rage one additional time per long rest. + +* Primal Path + +At 3rd level, you choose a path that shapes the nature of your rage. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + +* Fast Movement + +Your speed increases by 2 cells if you are not wearing heavy armor. + + +### Level 6 + +* Additional Rage Use + +You can rage one additional time per long rest. + + +### Level 7 + +* Feral Instinct + +Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn, but only if you enter rage before doing anything else on that turn. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 9 + +* Additional Rage Damage + +Increase your rage damage by +1 + +* Brutal Critical + +You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. + + +### Level 11 + +* Relentless Rage + +If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + +* Additional Rage Use + +You can rage one additional time per long rest. + + +### Level 13 + +* Brutal Critical (Advanced) + +Add another damage die to critical hits. + + +### Level 15 + +* Persistent Rage + +You have advantage on strength saves and checks, a bonus to melee attack damage, and resistance to slashing, bludgeoning, and piercing damage. Your rage is so fierce that it ends only if you fall unconscious, choose to end it or 1 minute has passed. You gain these benefits only if you are not currently wearing heavy armor. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + +* Additional Rage Damage + +Increase your rage damage by +1 + + +### Level 17 + +* Additional Rage Use + +You can rage one additional time per long rest. + +* Brutal Critical (Advanced) + +Add another damage die to critical hits. + + +### Level 18 + +* Indomitable Might + +If your total for a Strength check is less than your Strength score, you can use that score in place of the total. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Primal Champion + +Starting at 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. + + + +# 3. - Bard [SOL] + +While they are capable fighters, the true power of bards lies in their words and music. They can inspire those who hear them, raise their spirits, and affect their minds in other ways. They are well-versed in lore and magic, as well. + + +### Level 1 + +* Bard Armor Proficiencies + +Light Armor + +* Bard Skills + +Choose 3 skills + +* Bard Weapon Proficiencies + +Simple Weapons,Shortsword,Longsword,Rapier + +* Bardic Inspiration + +Use a bonus action to grant a Bardic Inspiration die to a creature, which can be used within 10 minutes to change the outcome of an attack, saving throw, or ability check. The die value increases at higher levels. Can be used a number of times equal to your CHA modifier per long rest. + +* Ritual Casting + +You can cast a selected spell as a ritual if the spell has the ritual tag. + +* Saving Throw Proficiencies + +Dexterity,Charisma + +* Bard Spellcasting + +Cast bard spells. + + +### Level 2 + +* Jack of All Trades + +Add half your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus. + +* Song of Rest + +During a short rest, each ally rolls an additional hit die when spending hit die to regain hit points. + + +### Level 3 + +* Bard Colleges + +At level 3, you delve into the advanced techniques of a bard college of your choice, which grants you features at level 3, and again at levels 6 and 14. + +* Bard Expertise + +At the 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 10th level, you can choose another two skill proficiencies to gain this benefit. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Bardic Inspiration (D8) + +Your Bardic Inspiration die is now a D8. + +* Font of Inspiration + +You regain all your expended uses of Bardic Inspiration when you finish a short or long rest. + + +### Level 6 + +* Countercharm + +Start a performance that lasts until the end of your next turn. During that time, all allies within 6 cells have advantage on saving throws against being frightened or charmed. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 10 + +* Bard Expertise + +At the 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 10th level, you can choose another two skill proficiencies to gain this benefit. + +* Bardic Inspiration (D10) + +Your Bardic Inspiration die is now a D10. + +* Magical Secrets + +Choose two spells from any class and include them in your spell list. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 14 + +* Magical Secrets + +Choose two spells from any class and include them in your spell list. + + +### Level 15 + +* Bardic Inspiration (D12) + +Your Bardic Inspiration die is now a D12. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Magical Secrets + +Choose two spells from any class and include them in your spell list. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Superior Inspiration + +When you roll initiative and have no uses of Bardic Inspiration left, you regain one use. + + + +# 4. - Cleric [SOL] + +Clerics are the servants of their chosen deity. In exchange for their faith and service they are granted miraculous powers, as long as they constrain themselves to following their god's creed and perform their religion's rituals. + + +### Level 1 + +* Cleric Armor Proficiencies + +Light Armor,Medium Armor,Shield + +* Cleric Skills + +Choose 2 of these skills: History,Insight,Medicine,Persuasion,Religion + +* Cleric Weapon Proficiencies + +Simple Weapons + +* Divine Domains + +Choose one of the divine domains granted by your deity. + +* Ritual Casting + +You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared. + +* Saving Throw Proficiencies + +Wisdom,Charisma + +* Scroll Scribing + +You have been trained to scribe magic scrolls. + +* Cleric Spellcasting + +Can cast spells from the Cleric Spells list + + +### Level 2 + +* Channel Divinity + +Can use Channel Divinity actions once between rests. + +* Channel Divinity: Turn Undead + +Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Turn Undead (Destroy) + +Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. + Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed. + + +### Level 6 + +* Channel Divinity (increased) + ++1 Channel Divinity use between rests. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + +* Turn Undead (Destroy) + +Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. + Undead creatures with a challenge rating of 1 or lower that fail the saving throw are instead destroyed. + + +### Level 11 + +* Turn Undead (Destroy) + +Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. + Undead creatures with a challenge rating of 2 or lower that fail the saving throw are instead destroyed. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 14 + +* Turn Undead (Destroy) + +Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. + Undead creatures with a challenge rating of 3 or lower that fail the saving throw are instead destroyed. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 17 + +* Turn Undead (Destroy) + +Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. + Undead creatures with a challenge rating of 4 or lower that fail the saving throw are instead destroyed. + + +### Level 18 + +* Channel Divinity (increased) + ++1 Channel Divinity use between rests. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + + +# 5. - Druid [SOL] + +Druids are part of an ancient order dedicated to nature. Their powers and spells are attuned to animals, plants and the elemental forces. + + +### Level 1 + +* Druid Armor Proficiencies + +Light Armor,Medium Armor,Shield +You cannot wear any armor made of: Metal + +* Druid Skills + +Choose 2 of these skills: Arcana,Animal Handling,Insight,Medicine,Nature,Perception,Religion,Survival + +* Druid Weapon Proficiencies + +Club,Dagger,Dart,Javelin,Mace,Quarterstaff,Scimitar,Spear,Conjured Weapons + +* Druidic + +You know the druidic language. + +* Ritual Casting + +You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared. + +* Saving Throw Proficiencies + +Intelligence,Wisdom + +* Druid Spellcasting + +Can cast spells from the Druid Spells list + + +### Level 2 + +* Druid Circle + +At 2nd level, you choose a Druid Circle that further expresses your relationship to Nature. + +* Wild Shape + +You can use your action to magically assume the shape of a beast defined by your druid level. Higher levels allow stronger shapes or forms of motion. You can use this feature twice. You regain expanded uses when you finish a short or long rest. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Beast Spells + +You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Arch Druid + +You can use your Wildshape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wildshape. + + + +# 6. - Fighter [SOL] + +Fighters are trained in the arts of combat. They are adept with most weapons, but often choose to specialize. All fighters can use armor, shields, and ranged weapons. + + +### Level 1 + +* Fighter Armor Proficiencies + +Light Armor,Medium Armor,Heavy Armor,Shield + +* Fighter Skills + +Choose 2 of these skills: Acrobatics,Animal Handling,Athletics,History,Insight,Intimidation,Perception,Survival + +* Fighter Weapon Proficiencies + +Simple Weapons,Martial Weapons + +* Fighting Style + +Choose a fighting style as a specialty. + +* Saving Throw Proficiencies + +Strength,Constitution + +* Second Wind + +Regain (1d10 + level) HP as a bonus action. + +* Smithing + +You are trained to craft basic ammunition with smith's tools: arrows and bolts. + + +### Level 2 + +* Action Surge + +Regain a main action immediately. Take a short or long rest to recover this power. + + +### Level 3 + +* Martial Archetypes + +Select a Martial Archetype. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + + +### Level 6 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 9 + +* Indomitable + +You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. + + +### Level 11 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 13 + +* Indomitable (advanced) + +You can use Indomitable resistance one additional time between long rests. + + +### Level 14 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 17 + +* Action Surge + +Regain a main action immediately. Take a short or long rest to recover this power. + +* Indomitable (advanced) + +You can use Indomitable resistance one additional time between long rests. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + + + +# 7. - Monk [SOL] + +Despite their name, not all monks live a contemplative, religious life. However, all have devoted themselves to training their minds and bodies to near perfection, enabling them to perform feats that leave others speechless with awe. + + +### Level 1 + +* Martial Arts + +You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon while not wearing any armor or shield. This die changes as you gain monk levels (d6 at the 5th level, d8 at the 11th level). You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons. + +* Martial Arts - Bonus Unarmed Strike + +When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. + +* Monk Skills + +Choose 2 of these skills: Acrobatics,Athletics,History,Insight,Religion,Stealth + +* Monk tools + +Smith's tools + +* Monk Weapon Proficiencies + +Simple Weapons,Shortsword + +* Saving Throw Proficiencies + +Strength,Dexterity + +* Unarmored Defense + +When you are not wearing armor, your armor class equals 10 + your dexterity modifier + your wisdom modifier. You cannot use a shield to gain this benefit. + + +### Level 2 + +* Flurry of Blows + +After the Attack action has been used on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action. + +* Ki Points + +Starting at the 2nd level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki points. Your monk level determines the number of points you have (2 at level 2, 3 at level 3, etc.) + +* Patient Defense + +You can spend 1 Ki point to take the Dodge action as a bonus action on your turn. + +* Step of the Wind + +You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. + +* Unarmored Movement + +Starting at level 2, your speed increases by 2 cells while you're not wearing armor or wielding a shield. This bonus becomes 3 cells at level 6, 4 cells at level 10, and 5 cells at level 14). + + +### Level 3 + +* Deflect Missiles + +Starting at the 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your dexterity modifier + your monk level. + If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 4 cells and a long range of 12 cells. + +* Monastic Traditions + +Determines the tradition you have chosen. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + +* Slow Fall + +Starting at the 4th level, you can use your reaction when you fall to reduce any fall damage you take by an amount equal to five times your monk level. Additionally, you don't become prone when landing. + + +### Level 5 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + +* Stunning Strike + +Starting at the 5th level, you can interfere with the flow of Ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 Ki point to attempt a stunning strike. The target must succeed on a constitution saving throw or be stunned until the end of your next turn. + + +### Level 6 + +* Ki-Empowered Strikes + +Starting at the 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. + + +### Level 7 + +* Evasion + +At the 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + +* Stillness of Mind + +Starting at the 7th level, you become immune to being charmed or frightened. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 9 + +* Unarmored Movement - Improved + +Starting at the 9th level, climbing becomes second nature to you. Climbing no longer costs you extra movement. + + +### Level 10 + +* Purity of Body + +At the 10th level, your mastery of the Ki flowing through you makes you immune to disease and poison. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 13 + +* Tongue of the Sun and Moon + +Starting at level 13, you learn to touch the Ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. + + +### Level 14 + +* Diamond Soul + +Starting at level 14, your mastery of Ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Ki Point to reroll it and take the second result. + + +### Level 15 + +* Timeless Body + +At the 15th level, you gain the following benefits: + - Resistance to necrotic damage + - Advantage on saving throws against being Life Drained + - You don't require a food ration anymore to take a long rest + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Empty Body + +You can use your action to spend 4 Ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Perfect Self + +When you start battle and have no Ki points remaining, you regain 4 Ki points. + + + +# 8. - Paladin [SOL] + +Paladins are elite warriors who have sworn unbreakable holy oaths to fight evil. In addition to their weapons and armor, they wield divine powers and clerical spells. + + +### Level 1 + +* Cure Disease + +Spend 5 points from your healing pool to cure one disease. + +* Divine Sense + +Reveals celestials, fiends, and undead. + +* Healing Pool + +A pool of healing power - 5 points per paladin level. + +* Lay on Hands + +Spend points from your healing pool to restore lost HP. + +* Neutralize Poison + +Spend 5 points from your Lay on Hands healing pool to neutralize one poison. + +* Paladin Armor Proficiencies + +Light Armor,Medium Armor,Heavy Armor,Shield + +* Paladin Skills + +Choose 2 of these skills: Athletics,Insight,Intimidation,Medicine,Persuasion,Religion + +* Paladin Weapon Proficiencies + +Simple Weapons,Martial Weapons + +* Saving Throw Proficiencies + +Wisdom,Charisma + + +### Level 2 + +* Divine Smite + +When you hit a creature with a melee weapon, you can spend one spell slot to deal 2d8 additional radiant damage. +1d8 per slot level above 1st, +1d8 when hitting an undead or a fiend. + +* Fighting Style + +Choose a fighting style as a specialty. + +* Paladin Spellcasting + +Can cast spells from the Paladin Spells list + + +### Level 3 + +* Channel Divinity + +Can use Channel Divinity actions once between rests. + +* Sacred Oaths + +Select and swear the sacred oath that binds you as a paladin forever! + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + + +### Level 6 + +* Aura of Protection + +Grants a saving throw bonus to your surrounding allies, equal to your CHA modifier (min 1). + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 10 + +* Aura of Courage + +You and allies within 2 cells cannot be frightened while you are conscious. At the 18th level, the range becomes 6 cells. + + +### Level 11 + +* Improved Divine Smite + +Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage, whether you are spending a spell slot to smite or not + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 14 + +* Cleansing Touch + +Starting at level 14, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Improved Aura of Courage + +Grant a saving throw bonus to allies within 30ft. + +* Improved Aura of Protection + +You and your allies within 30ft cannot be frightened. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + + +# 9. - Ranger [SOL] + +Wanderers of Solasta's wilderness, rangers are trained survivalists, fierce in battle, and stealthy hunters. Excellent trackers and archers, they also have some spellcasting ability. + + +### Level 1 + +* Favored Enemy + +Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level. + +* Natural Explorer + +You are adept at living and traveling in a certain type of terrain. + +* Ranger Armor Proficiencies + +Light Armor,Medium Armor,Shield + +* Ranger Skills + +Choose 3 of these skills: Animal Handling,Athletics,Insight,Investigation,Nature,Perception,Survival,Stealth + +* Ranger Weapon Proficiencies + +Simple Weapons,Martial Weapons + +* Saving Throw Proficiencies + +Strength,Dexterity + +* Smithing + +You are trained to craft basic ammunition with smith's tools: arrows and bolts. + + +### Level 2 + +* Fighting Style + +Choose a fighting style as a specialty. + +* Ranger Spellcasting + +Can cast spells from the Ranger Spells list + + +### Level 3 + +* Primeval Awareness + +Detects the presence of certain creature types in the location. + +* Ranger Archetypes + +Select a Ranger Archetype that will guide you in your travels. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + + +### Level 6 + +* Favored Enemy + +Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level. + +* Natural Explorer + +You are adept at living and traveling in a certain type of terrain. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 10 + +* Hide in Plain Sight + +You can spend 1 minute creating camouflage for yourself. Once camouflaged, you gain +10 DEX (Stealth) while you are standing against a wall. You have to restart the camouflage every time you rest or move to another location. + +* Natural Explorer + +You are adept at living and traveling in a certain type of terrain. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 14 + +* Favored Enemy + +Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level. + +* Vanish + +Starting at level 14, you can use the Hide action as a bonus action on your turn. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Feral Senses + +You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you cannot see, your inability to see it doesn't impose disadvantage on your attack rolls against it. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Foe Slayer + +You become an unparalleled hunter of your enemies. All your attacks deal additional damage equal to your Wisdom modifier. + + + +# 10. - Rogue [SOL] + +Rogues are versatile first and foremost. They use their natural talents to master various skills and find their own way to thrive. Generally resourceful, they are known for their cunning and their ability to launch deadly sneak attacks. + + +### Level 1 + +* Expertise + +Select 2 proficient skills or tools to double their proficiency bonus. + +* Rogue Armor Proficiencies + +Light Armor + +* Rogue Skills + +Choose 4 of these skills: Acrobatics,Athletics,Deception,Insight,Intimidation,Investigation,Perception,Performance,Persuasion,Sleight of Hand,Stealth + +* Rogue Tools + +Thieves' Tools + +* Rogue Weapon Proficiencies + +Simple Weapons,Longsword,Rapier,Shortsword,Hand Crossbow + +* Saving Throw Proficiencies + +Dexterity,Intelligence + +* Smithing + +You are trained to craft basic ammunition with smith's tools: arrows and bolts. + +* Sneak Attack + +1d6 extra damage (+1d6 every 2 levels) to one creature you hit with advantage using a finesse or ranged weapon, once per turn. No need for advantage if an active ally is next to the target. + + +### Level 2 + +* Cunning Action + +You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. + + +### Level 3 + +* Roguish Archetypes + +Select a Roguish Archetype that will steer your talents in varying directions. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Uncanny Dodge + +When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage. + + +### Level 6 + +* Expertise + +Select 2 proficient skills or tools to double their proficiency bonus. + + +### Level 7 + +* Evasion + +When you are subjected to an area of effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 10 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 11 + +* Reliable Talent + +Whenever your make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 14 + +* Blindsense + +You are aware of the location of any hidden or invisible creature within 2 cells of you. + + +### Level 15 + +* Slippery Mind + +You have acquired greater mental strength. You gain proficiency in Wisdom saving throws. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Elusive + +You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Stroke of Luck + +You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. + + + +# 11. - Sorcerer [SOL] + +Sorcerers have an innate ability to channel arcane magic, usually through a supernatural origin. Sorcerers are also able to alter the fabric of magic using sorcery points. + + +### Level 1 + +* Magical Crafting + +You have been trained to brew herbal remedies and use enchanting equipment. + +* Saving Throw Proficiencies + +Constitution,Charisma + +* Sorcerer Skills + +Choose 2 of these skills: Arcana,Deception,Insight,Intimidation,Persuasion,Religion + +* Sorcerer Weapon Proficiencies + +Dagger,Dart,Quarterstaff,Light Crossbow,Conjured Weapons + +* Sorcerous Origin + +Different sorcerers claim different origins for their innate magic. + +* Sorcerer Spellcasting + +Can cast spells from the Sorcerer Spells list + + +### Level 2 + +* Flexible Casting + +Allows the conversion of spell slots into sorcery points and vice versa, as a bonus action. + +* Sorcery Points + +A pool of internal power which can be used to alter magic spells, 1 point per Sorcerer level. Restored at long rest. + + +### Level 3 + +* Metamagic + +You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 10 + +* Additional Metamagic + +Learn another metamagic option + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 17 + +* Additional Metamagic + +Learn another metamagic option + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Sorcerous Restoration + +Regain 4 sorcery points during a short rest. + + + +# 12. - Warlock [SOL] + +Where wizards draw their magical power from study and sorcerers from magical bloodlines, warlocks gain power through a pact with a powerful patron: a fiend, perhaps, or some other powerful entity. The nature of a warlock's powers varies depending on the nature of the patron and the details of the pact. + + +### Level 1 + +* Otherworldly Patrons + +Determines the Patron with whom you have signed a pact. + +* Saving Throw Proficiencies + +Wisdom,Charisma + +* Warlock Armor Proficiencies + +Light Armor + +* Warlock Skills + +Choose 2 of these skills: Arcana,Deception,History,Intimidation,Investigation,Nature,Religion + +* Warlock Weapon Proficiencies + +Simple Weapons + +* Pact Magic + +Can cast spells from the Warlock Spells list + + +### Level 2 + +* Eldritch Invocations + +Learn Eldritch Invocations to acquire new abilities or spells granted by your patron. Some invocations require a prerequisite to be trained. + + +### Level 3 + +* Pact Boon + +At the 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice: Pact of the Tome, Pact of the Chain, Pact of the Blade. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 5 + +* Eldritch Invocation + +Learn an additional Eldritch Invocation + + +### Level 7 + +* Eldritch Invocation + +Learn an additional Eldritch Invocation + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 9 + +* Eldritch Invocation + +Learn an additional Eldritch Invocation + + +### Level 11 + +* Mystic Arcanum (6th Level) + +Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + +* Eldritch Invocation + +Learn an additional Eldritch Invocation + + +### Level 13 + +* Mystic Arcanum (7th Level) + +Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + +### Level 15 + +* Eldritch Invocation + +Learn an additional Eldritch Invocation + +* Mystic Arcanum (8th Level) + +Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 17 + +* Mystic Arcanum (9th Level) + +Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + +### Level 18 + +* Eldritch Invocation + +Learn an additional Eldritch Invocation + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Eldritch Master + +You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. + + + +# 13. - Wizard [SOL] + +Wizards spend their lives studying magic, learning more and more powerful and wondrous spells. Despite their weakness in physical combat, their magical abilities make them dangerous foes. + + +### Level 1 + +* Magical Crafting + +You have been trained to scribe magic scrolls and use enchanting equipment. + +* Ritual Casting + +You can cast a spell as a ritual if the spell has the ritual tag and you have it in your spellbook. You don't need to have the spell prepared. + +* Saving Throw Proficiencies + +Intelligence,Wisdom + +* Wizard Skills + +Choose 2 of these skills: Arcana,History,Insight,Investigation,Medicine,Religion + +* Wizard Weapon Proficiencies + +Dagger,Dart,Quarterstaff,Light Crossbow,Conjured Weapons + +* Wizard Spellcasting + +Can cast spells from the Wizard Spells list + + +### Level 2 + +* Arcane Recovery + +Once per day when you complete a short rest, you can recover a number of expended spell slots (max 5th level) up to half of your wizard level, rounded up. + +* Arcane Traditions + +Grants you specialization with a certain kind of magic. + + +### Level 4 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 8 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 12 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 16 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 18 + +* Spell Mastery + +You have achieved such mastery over certain spells that you can cast them at will. Choose two 1st-level or 2nd-level wizard spells that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. + + +### Level 19 + +* Ability Score Choice + +Choose between increasing your ability scores or gaining a bonus feat. + + +### Level 20 + +* Signature Spells + +You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. + + + + diff --git a/Diagnostics/Documentation/Feats.md b/Diagnostics/Documentation/Feats.md new file mode 100644 index 0000000000..260ad1a457 --- /dev/null +++ b/Diagnostics/Documentation/Feats.md @@ -0,0 +1,788 @@ +# 1. - *Acrobat* © [UB] + +You become more nimble, gaining the following benefits: +• Increase your Dexterity by 1, to a maximum of 20. +• You gain proficiency with Acrobatic skill or expertise if you are already proficient. +• As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn. + +# 2. - *Alert* © [UB] + +Always on the lookout for danger, you gain the following benefits: +• You can't be surprised while you are conscious. +• You gain a +5 bonus to initiative. +• Other creatures don't gain advantage on attack rolls against you as a result of not being perceived by you. + +# 3. - Always Ready [UB] + +You automatically ready a melee or unarmed attack at the end of your turn if you took the attack action and missed any melee or unarmed attack hit. + +# 4. - Ambidextrous [SOL] + ++1 to DEX to a maximum of 20 + You can fight using two weapons, even if the one-handed melee weapons aren't light. + +# 5. - Apothecary [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +You gain proficiency with herbalism kit and medicine, or expertise if already proficient. + +# 6. - Arcane Appraiser [SOL] + +Magical items are automatically identified when put your inventory. + +# 7. - Arcane Archer Adept [UB] + +You have arcane magic and bow training that allows you to perform special combat maneuvers. + +# 8. - *Arcanist* © [UB] + +You study the arcane arts, gaining the following benefits: +• Increase your Intelligence by 1, to a maximum of 20. +• You gain proficiency with Arcana skill or expertise if you are already proficient. +• You learn the Detect Magic spell. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + +# 9. - Armor Master [SOL] + +You are an expert in the use of armor in battle. You gain an additional +1 AC from any armor you wear. + +# 10. - *Athlete* © [UB] + +You have undergone extensive physical training to gain the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20. +• When you are prone, standing up doesn't cost you movement. +• Climbing doesn't cost you extra movement. +• You gain proficiency with Athletics skill or expertise if you are already proficient. + +# 11. - Awaken the Beast [UB] + +Increase any ability score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level. + +# 12. - Badlands Marauder [SOL] + +You gain resistance to poison damage, have advantage on rolls against being poisoned, and gain +1 CON (to a maximum of 20). + +# 13. - *Baleful Scion* © [UB] + +You can channel cosmic forces of evil to gain these benefits: +• Increase any ability score by 1, to a maximum of 20. +• Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to 1D6 + your proficiency bonus. 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. + +# 14. - Battle Fervor [UB] + +You fight arduously with large weapons, gaining the following benefits: +• When you reduce a creature to 0 hit points or deliver a critical strike with a melee weapon, your movement speed increases by 15ft until the end of your turn. +• When you take the Attack action while wielding a heavy melee or versatile weapon in two hands, you gain +2AC until the start of your next turn. You lose this benefit if you equip a different weapon or a shield. + +# 15. - *Blade Mastery* © [UB] + +You master the dagger, shortsword, longsword, scimitar, rapier, and greatsword. You gain a +1 bonus to attack rolls you make with the weapon, and a +1 bonus to your AC while you're wielding any of them. When you make an opportunity attack with the weapon, you have advantage on the attack roll. + +# 16. - Bladestorm [UB] + +You become a master of whirling death, gaining the following benefits while wielding a greatsword, greataxe or maul: +• When you take the Attack action and attack with the weapon, you can use a bonus action to make a quick melee attack with the weapon. This attack uses the same ability modifier as the primary attack and deals 1d4 damage of the same type as the wielded weapon. +• Once during your turn when you take the Attack action with the weapon, you can replace one attack to instead attack all enemy creatures within 5ft of you. + +# 17. - Blessed Soul [UB] + +Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests. + +# 18. - Blessing of the Elements [SOL] + +Whenever you take fire, cold, or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn. This feature recharges on a short rest. + +# 19. - *Bountiful Luck* © [UB] + +Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever 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! +• 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 reroll the die. The ally must use the new roll. +• When you use this ability, you can't use your Lucky racial trait before the end of your next turn. + +# 20. - Brawler [UB] + +You are an expert at hand-to-hand combat, gaining the following benefits: +• Your Unarmed Strikes deal 1d6+Strength modifier bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. +• When you take the Attack action and got at least one free hand, you can use your bonus action to either make an unarmed strike or grapple a creature. + +# 21. - Burning Touch [SOL] + +The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional fire damage equal to your proficiency bonus. + +# 22. - Call for Charge [UB] + +You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increase by 15 ft, and each one have advantage on their first attack roll. You can use this power a number of times per long rest equal to your Charisma modifier. + +# 23. - *Charger* © [UB] + +You have trained to charge headlong into battle, gaining the following benefits: +• Whenever you take Dash action, you can use your bonus action to make one melee attack. +• If you move at least 10 feet in a straight line immediately before hitting with a melee weapon or unarmed attack on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is of Large size or smaller. You can use this benefit only once on each of your turns. + +# 24. - *Chef* © [UB] + +Increase your Wisdom or Constitution by 1, to a maximum of 20. +You can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP. +Once a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten. + +# 25. - Cloak and Dagger [SOL] + +After you hit an enemy with a light weapon, you gain +2 AC until the start of your next turn (doesn't stack). + +# 26. - Close Quarters [UB] + +You are experienced with fighting in close quarters and gain the following benefits: +• Your Dexterity or Intelligence increases by 1, to a maximum of 20. +• When you deal sneak attack damage with melee weapon attacks while within 5 feet of your target, your sneak dice become d8 instead of d6. This feature also extends to classes that can deal sneak attacks with melee spell attacks, and rogue features that scale off of sneak dice. + +# 27. - Creed of Arun [SOL] + ++1 CON to a maximum of 20 + Proficiency in CON saves if not already proficient; +1 otherwise + +# 28. - Creed of Einar [SOL] + ++1 STR to a maximum of 20 + Proficiency in STR saves if not already proficient; +1 otherwise + +# 29. - Creed of Maraike [SOL] + ++1 WIS to a maximum of 20 + Proficiency in WIS saves if not already proficient; +1 otherwise + +# 30. - Creed of Misaye [SOL] + ++1 DEX to a maximum of 20 + Proficiency in DEX saves if not already proficient; +1 otherwise + +# 31. - Creed of Pakri [SOL] + ++1 INT to a maximum of 20 + Proficiency in INT saves if not already proficient; +1 otherwise + +# 32. - Creed of Solasta [SOL] + ++1 CHA to a maximum of 20 + Proficiency in CHA saves if not already proficient; +1 otherwise + +# 33. - *Crossbow Expert* © [UB] + +Your expert training with ranged weapons grants you these benefits: +• Attacks at melee range don't impose disadvantage. +• If you take the attack action on your turn, you can make one one-handed ranged bonus attack adding your attribute modifier to damage. + +# 34. - *Crusher* © [UB] + +Increase your Strength or Constitution by 1, to a maximum of 20. +When you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn. + +# 35. - Cunning Escape [UB] + +Whenever you use the Dash action as a bonus action, your movement doesn't provoke opportunity attacks for the rest of the turn. + +# 36. - *Dark-Elf Magic* © [UB] + +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 the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. + +# 37. - Daunting Push [SOL] + +When you successfully shove an enemy, they lose half their movement speed (rounded down) on their next turn. + +# 38. - *Defensive Duelist* © [UB] + +When you are wielding a melee 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. + +# 39. - Devastating Strikes [UB] + +Your melee attacks are especially deadly. You gain the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20. +• Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus. +• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. + +# 40. - Discretion of the Coedymwarth [SOL] + ++1 DEX to a maximum of 20 + You gain proficiency with Light Armor. + You gain proficiency with Shortswords, Shortbows, and Longbows. + +# 41. - Distracting Gambit [SOL] + +After you hit an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack). + +# 42. - *Dragon Fear* © [UB] + +When angered, you radiate menace. You gain the following benefits: +• Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. +• 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). On a failed save, a target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +# 43. - *Dragon Hide* © [UB] + +You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: +• Increase your Strength, Constitution, or Charisma by 1, up to a maximum of 20. +• Your scales harden. While you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. +• You can 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. + +# 44. - *Dragon Wings* © [UB] + +You sprout draconic wings. You gain the ability to fly for a limited time if you aren't wearing heavy armor. + +# 45. - Dual Flurry [UB] + +While you are dual-wielding melee weapons, when you use your bonus action to attack a creature with your off-hand weapon, you make two attacks against the creature with the weapon instead of one. + +# 46. - *Dual Wielder* © [UB] + +You master fighting with two weapons, gaining the following benefits: +• You gain a +1 bonus to AC while you are dual-wielding melee weapons. +• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. + +# 47. - *Dungeon Delver* © [UB] + +Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: +• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks. +• You have advantage on saving throws made to avoid or resist traps. +• You have resistance to the damage dealt by traps. +• Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score. + +# 48. - *Dwarven Fortitude* © [UB] + +You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: +• Increase your Constitution score by 1, to a maximum of 20. +• 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). + +# 49. - Eager for Battle [SOL] + ++1 DEX to a maximum of 20 + You have advantage on your initiative rolls. + +# 50. - *Eldritch Adept* © [UB] + +You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. + +# 51. - Electrifying Touch [SOL] + +The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional lightning damage equal to your proficiency bonus. + +# 52. - *Elemental Adept* © [UB] + +When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen damage type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any 1s. + +# 53. - Elemental Master [UB] + +When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore immunity to the chosen damage type. In addition, when you roll attack for a spell you cast that deals damage of that type, you can reroll any 1s. + +# 54. - *Elven Accuracy* © [UB] + +You have uncanny aim with attacks that rely on precision rather than brute force. Increase your Dexterity or one of your mental attributes by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + +# 55. - Enduring Body [SOL] + +Increase your Constitution by 1 (max 20) and your hit points increase by an additional +1 each time you gain a level. + +# 56. - Expand the Hunt [UB] + +Increase your Wisdom by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type. + +# 57. - Exploiter [UB] + +You are constantly aware of the surrounding battlefield, honing this awareness into lethal prowess. When a creature within reach of your melee weapon takes damage from an attack that originated from a creature other than yourself, you may use your reaction to make a melee weapon attack against the damaged creature. + +# 58. - *Fade Away* © [UB] + +You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence by 1, to a maximum of 20. 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. + +# 59. - *Fell Handed* © [UB] + +You master the handaxe, battleaxe, greataxe, warhammer and maul. You gain the following benefits when using any of them: +• A +1 bonus to attack rolls you make with the weapon. +• Whenever you have advantage on a melee attack roll and hit, you knock the target prone if the lower of the two d20 rolls would also hit the target. +• Whenever you have disadvantage on a melee attack roll and miss, the target takes bludgeoning damage equal to your Strength modifier if higher of the two d20 rolls would hit the target. + +# 60. - Fencer [UB] + +If you take the Attack action on your turn while holding a melee one-handed or versatile weapon and no other weapon or shield, you can use a bonus action to attack with the weapon you are holding, adding your attribute modifier to the damage dealt. + +# 61. - *Fey Teleportation* © [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +You can use misty step once per short rest, and you can cast this spell with your spell slots. +You gain proficiency in Tirmarian. + +# 62. - *Fighting Initiate* © [UB] + +Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Pugilist, Superior Technique, Torchbearer, Two Weapon Fighting + +# 63. - *Flames of Phlegethos* © [UB] + +You learn to call on hellfire to serve your commands. You gain the following benefits: +• Increase your Intelligence or Charisma by 1, to a maximum of 20. +• 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. +• Whenever you use a power or 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. + +# 64. - Flawless Concentration [SOL] + +You are trained to maintain your concentration in the most extreme conditions. +If you sustain up to 10 points of damage, you don't need to roll a Constitution saving throw to maintain concentration. + Above that value, you have advantage when rolling the saving throw. + +# 65. - Focused Sleeper [SOL] + +You are used to getting a great deal of rest out of just a little sleep. Increase your Constitution by 1 (max 20), and you only need four hours of sleep per night. + +# 66. - Follow Up Strike [SOL] + +When you use the Attack action with a two-handed weapon, you can use a bonus action to make a fast melee attack to follow up, dealing an additional 1d4 + STR bonus damage of the same type. + +# 67. - Forest Runner [SOL] + +You gain +2 cells movement speed and +1 DEX (to a maximum of 20). + +# 68. - Forestalling Strength [SOL] + +While you wield a two-handed weapon, you gain +1 AC. + +# 69. - Frost Adaptation [UB] + +Increase your Constitution by 1, to a maximum of 20. +You have resistance to Cold damage. +You are immune to the effects of moderately cold weather. +You are also Chilled instead of Frozen in freezing weather. + +# 70. - *Gift of the Chromatic Dragon* © [UB] + +You've manifested some of the power of chromatic dragons, granting you the following benefits: +• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest. +• Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. 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. + +# 71. - Grappler [UB] + +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. + +# 72. - *Great Weapon Master* © [UB] + +You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes: +• 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. +• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. + +# 73. - *Grudge Bearer* © [UB] + +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. + +# 74. - Hard to Kill [SOL] + ++1 CON to a maximum of 20 + You have advantage on death saving throws. If you succeed three times, you are not only stabilized, but you regain one hit die immediately. On a critical roll, you regain two hit dice instead. + +# 75. - Hardy [UB] + +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. + +# 76. - Hauler [SOL] + +You are trained to carry heavy loads. Increase your Strength by 1 (max 20), and your carrying capacity is doubled. + +# 77. - *Healer* © [UB] + +You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier. + +# 78. - *Heavy Armor Master* © [UB] + +You can use your armor to deflect strikes that would kill others. Increase your Strength by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3. + +# 79. - Icy Touch [SOL] + +The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional cold damage equal to your proficiency bonus. + +# 80. - Improved Critical [UB] + +Your weapon attacks score a critical hit on a roll of 19 or 20. + +# 81. - *Infernal Constitution* © [UB] + +Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: +• Increase your Constitution by 1, to a maximum of 20. +• You have resistance to cold and poison damage. +• You have advantage on saving throws against being poisoned. + +# 82. - Infusion Adept [UB] + +You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class. + +# 83. - Initiate Alchemist [SOL] + +You gain proficiency with the Herbalism Kit and Poisoner's Kit. + You gain proficiency in Nature. If you were already proficient, you gain expertise in Nature instead. + +# 84. - Initiate Enchanter [SOL] + +You gain proficiency with the Manacalon Rosary, which is required to enchant items. + You gain proficiency in Arcana. If you were already proficient, you gain expertise in Arcana instead. + +# 85. - *Inspiring Leader* © [UB] + +You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. + +# 86. - Lock Breaker [SOL] + +You have spent a lot of time studying locks - how to craft them and how to pick them. You gain proficiency with thieves' tools, or double your existing proficiency if you are already proficient. You have advantage when using thieves' tools to pick locks. + +# 87. - Longsword Finesse [UB] + +You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits: +• Increase your Dexterity by 1, to a maximum of 20. +• While you are holding a longsword, you gain a +1 bonus to AC. +• Longsword has the finesse property when you wield it. + +# 88. - *Lucky* © [UB] + +You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you miss an attack roll, fail an ability check, or a saving throw, you can spend one luck point to replace the d20. 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. You regain your expended luck points when you finish a long rest. + +# 89. - *Mage Slayer* © [UB] + +You have practiced techniques in melee combat against spell-casters, gaining the following benefits: +• 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. +• 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. +• If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest. + +# 90. - *Magic Initiate* © [UB] + +Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. 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. + +# 91. - Manipulator [SOL] + +You gain proficiency in Intimidation, Persuasion, and Deception. If you were already proficient, you gain expertise instead in the corresponding skill. + +# 92. - *Martial Adept* © [UB] + +You have martial training that allows you to perform special combat techniques called maneuvers: +• You learn two maneuvers of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. +• You gain 1 Superiority Die. The die is a d6, and it doesn't increase in size if you are not a Battle Master. This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. + +# 93. - Master Alchemist [SOL] + +You have mastered the art of potion making. You need half the normal time to craft a potion and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses. + You have expert knowledge of all potions and can identify them automatically. + +# 94. - Master Enchanter [SOL] + +You have mastered the art of enchanting items. You spend half the normal time to enchant an item and your proficiency bonus is doubled when performing the roll to determine whether your crafting progresses + +# 95. - *Medium Armor Master* © [UB] + +You have practiced moving in medium armor to gain the following benefits: +• Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. +• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. + +# 96. - Melting Touch [SOL] + +The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional acid damage equal to your proficiency bonus. + +# 97. - *Menacing* © [UB] + +Increase your Charisma by 1, to a maximum of 20. +• You gain proficiency with Intimidation skill or expertise if you are already proficient. +• You can replace one main attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour. + +# 98. - Mender [SOL] + +When you stabilize an ally with a Medicine check, they regain 1 HP. + +# 99. - Merciless [UB] + +When you reduce a target to 0 HP using a melee weapon attack on your turn, enemies within a radius of the downed target equal to half of your proficiency bonus (rounded up) who can see the target must make a Wisdom save (DC 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn. If the triggering attack is a critical hit, the radius is instead equal to your proficiency bonus. + +# 100. - *Metamagic Adept* © [UB] + +You learn two metamagic options of your choice from the sorcerer class and gain half your proficiency bonus (rounded down) in sorcery points to spend on it. + +# 101. - Might of the Iron Legion [SOL] + ++1 STR to a maximum of 20 + You gain proficiency with Heavy Armor. + You gain proficiency with Longswords, Greatswords, and Battleaxes. + +# 102. - Mighty Blow [SOL] + +When you attack with a two-handed melee weapon, you deal additional damage equal to half your strength modifier (rounded up). + +# 103. - *Mobile* © [UB] + +You are exceptionally speedy and agile. Your speed increases by 10 ft, and you are immune to difficult terrain when dashing. When you make a melee attack against a creature you are immune to attack of opportunity from the creature unless it has immunity to that. + +# 104. - *Moderately Armored* © [UB] + +Increase your Strength or Dexterity by 1, to a maximum of 20. +You gain proficiency with medium armor and shields. + +# 105. - Monk Initiate [UB] + +You have learned some of the ways of the monk. You gain Ki points equals to your proficiency bonus, which you can spend to use Flurry of Blows, Patient Defense, or Step of the Wind. + +# 106. - Natural Fluidity [UB] + +You may use a WildShape form to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 2 WildShape forms. You can use it once per long rest. + +# 107. - Old Tactics [UB] + +Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target. + +# 108. - *Orcish Aggression* © [UB] + +Your aggression burns tirelessly. You gain the following benefits: +• Increase your Strength or Constitution by 1, up to a maximum of 20. +• As a bonus action, when wielding a melee weapon in main hand, you can charge up to your speed toward an enemy of your choice and free attack the creature with your main weapon. This feature can be used proficiency bonus times per long rest. + +# 109. - *Orcish Fury* © [UB] + +Your fury burns tirelessly. You gain the following benefits: +• Increase your Strength or Constitution by 1, up to a maximum of 20. +• When you hit with an attack made with 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. +• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. + +# 110. - Pickpocket [UB] + +You gain proficiency with Sleight of Hand, or expertise if already proficient. You also have advantage on Sleight of Hand Dexterity checks. + +# 111. - *Piercer* © [UB] + +Increase your Strength or Dexterity by 1, to a maximum of 20. +When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1, and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes. + +# 112. - *Poisoner* © [UB] + +You have a profound understanding on how to manipulate poisons: +• You gain proficiency with the poisoner's kit, or expertise if already proficient. +• You gain the ability to apply a poison to your weapon as a bonus action. +• When you make a damage roll, you ignore resistance to poison damage. + +# 113. - Poisonous Skin [UB] + +Any creature that hits you in melee or is hit by your unarmed attack, shoves you or is shoved by you needs to succeed on Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Poisoned for 1 minute. + +# 114. - *Polearm Master* © [UB] + +Your expert training with a polearm grants you these benefits: +• When you take the Attack action and attack with only a polearm weapon, 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 and deals 1d4 bludgeoning damage. +• Other creatures provoke an opportunity attack from you when they enter the reach you have with wielding a polearm weapon. + +# 115. - Potent Spellcaster [UB] + +You can add your spellcaster attribute modifier to the damage you deal with any cantrip in your repertoire. + +# 116. - Power Attack [UB] + +You have learned to trade accuracy to land deadlier blows. When attacking unarmed or with melee weapons, you can choose to take a -3 penalty to your attack roll in order to do additional damage equal to 3 + your proficiency bonus. + +# 117. - Powerful Cantrip [SOL] + +When a creature succeeds on a saving throw against your cantrip or dodges your cantrip, the creature takes half damage but suffers no additional effect from the cantrip or from other sources like Agonizing Blast. + +# 118. - Precision Focused [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +You can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest. + +# 119. - Primal Rage [UB] + +Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests. + +# 120. - Raise Shield [SOL] + +When you are about to get hit by a ranged attack while wielding a shield, you can use your reaction to get +3 AC until the end of the attacker's turn. You also gain proficiency with shields. + +# 121. - Ranged Mastery [UB] + +When you take the Attack action while holding a bow or a crossbow, you can use your bonus action to attack with the weapon. + +# 122. - Ready or Not [SOL] + +You have advantage on your attack rolls when using Ready Action. + +# 123. - Reckless Attack [UB] + +Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. + +# 124. - *Revenant Blade* © [UB] + +You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits: +• Increase your Dexterity or Strength by 1, to a maximum of 20. +• While you are holding a great sword, you gain a +1 bonus to AC. +• Great sword has the finesse property when you wield it. + +# 125. - Robust [SOL] + +Sturdy and tough, you increase your Constitution score by 1 (max 20) and when you use a hit die to regain hit points, roll twice and take the higher value. + +# 126. - Rush to Battle [SOL] + +You can use your bonus action to increase your movement speed by 3 cells until the end of your turn, and get -2 to your AC, until the start of your next turn. + +# 127. - *Savage Attack* © [UB] + +Reroll weapon and spell damage dice when you roll a 1 (Not all damage sources re-roll dice. For example, sneak attack and smite damage are not re-rolled). + +# 128. - Scriber [UB] + +Increase your Intelligence by 1, to a maximum of 20. +You gain proficiency with scroll kit and Arcana, or expertise if already proficient. + +# 129. - *Second Chance* © [UB] + +Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. 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. + +# 130. - *Sentinel* © [UB] + +You have mastered techniques to take advantage of every drop in any enemy's guard: +• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. +• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. +• When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. + +# 131. - *Sharpshooter* © [UB] + +You have learned to trade accuracy to land deadlier shots: +• When attacking with a ranged weapon, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. +• Attacks at long range don't impose disadvantage and ranged weapon attack ignores half cover and three-quarters cover. + +# 132. - Shield Bash [UB] + +You can use your bonus action to bash a creature using your shield, turning it momentarily into a special improvised weapon that you are proficient with. Make a melee weapon attack against a creature within 5 feet of you using your Strength modifier for the attack. If you hit, the creature takes 1d4 + Strength modifier as bludgeoning damage. + +# 133. - *Shield Master* © [UB] + +You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: +• 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. +• If you aren't incapacitated, gain +2 bonus to all Dexterity saving throws you make. +• Whenever a damaging spell forces you to roll a Dexterity saving throw, you can use your reaction to halve any damage taken. + +# 134. - *Slasher* © [UB] + +Increase your Strength or Dexterity by 1, to a maximum of 20. +When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. + +# 135. - Slay thy Enemies [UB] + +You can use your bonus action and consume one ranger spell slot to focus your hunting knowledge against your enemies. You have a bonus to attack and damage rolls equal to the spell slot level used up to a maximum of 3. Against favored enemies you gain advantage on attack rolls instead pf attack roll bonus. This effect lasts for 2 rounds, plus 1 round per slot level used. + +# 136. - *Spear Mastery* © [UB] + +Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it: +• You gain a +1 bonus to attack rolls you make with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. +• As a bonus action you can brace your spear to intercept approaching enemies. You can use reaction to perform attack of opportunity with a spear on enemy that enters your reach and deal extra die of damage if that attack hits. +• As a bonus action, you can increase your reach with a spear by 5 ft for the rest of your turn. + +# 137. - *Spell Sniper* © [UB] + +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. + +# 138. - Spiritual Fluidity [UB] + +You may use a Channel Divinity usage to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 3 Channel Divinity usages. You can use it once per long rest. + +# 139. - *Squat Nimbleness* © [UB] + +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. + +# 140. - *Stealthy* © [UB] + +You know how best to hide. You gain the following benefits: +• Increase your Dexterity by 1, to a maximum of 20. +• You gain proficiency with Stealth skill or expertise if you are already proficient. +• If you are hidden, you can move in the open without revealing yourself if you end the move in a position where you're not clearly visible. + +# 141. - Sturdiness of the Tundra [SOL] + ++1 CON to a maximum of 20 + You gain proficiency with Medium Armor. + You gain proficiency with Warhammers, and Light and Heavy Crossbows. + +# 142. - Superior Critical [UB] + +Your weapon attacks score a critical hit on a roll of 18, 19 or 20. + +# 143. - Take Aim [SOL] + +You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions. + +# 144. - *Telekinetic* © [UB] + +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. + +# 145. - *Theologian* © [UB] + +Your extensive study of religion rewards you with the following benefits. +• Increase your Intelligence by 1, to a maximum of 20. +• You gain proficiency with Religious skill or expertise if you are already proficient. +• You learn the Detect Evil and Good spell. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + +# 146. - Thrown Weapons Master [UB] + +When you are making a ranged attack with a thrown weapon, increase its short range by 10 feet and its long range by 20 feet. In addition, the weapon returns into your hand immediately after it is used to make a thrown attack. + +# 147. - Touched Magic [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +You can pick a set from Aegis Touched, Celestial Touched, Flame Touched, Iridescent Touched, Peregrination Touched, Retinue Touched, Shadow Touched, Verdant Touched. Each set grants 3 spells. You can cast these spells once per long rest, and you can also cast these spells with your spell slots. + +# 148. - *Tough* © [UB] + +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. + +# 149. - Toxic Touch [SOL] + +The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional poison damage equal to your proficiency bonus. + +# 150. - Toxicologist [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +You gain proficiency with poisoner's kit and Nature, or expertise if already proficient. + +# 151. - Trip Attack [SOL] + +When you hit an enemy with a melee weapon ready attack, they must also make a contested roll as if you used the shove action or be knocked prone. + +# 152. - Twin Blade [SOL] + +When you are about to get hit by a melee attack while dual-wielding (not sword + shield), you can use your reaction to get +3 AC until the end of the attacker's turn. + +# 153. - Unarmored Expert [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +While you are not wearing any armor, your AC is equal to 10 + your Dexterity modifier + the selected mental attribute modifier. + +# 154. - Uncanny Accuracy [SOL] + ++1 DEX to a maximum of 20 + You ignore half and three-quarters cover with your ranged attacks. + +# 155. - Versatility Adept [UB] + +You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility. +Eldritch Versatility: You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset. +Versatility Switch: Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt. + +# 156. - *War Caster* © [UB] + +You gain advantage on checks to maintain concentration. +You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. +When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action or bonus action and must target only that creature. + +# 157. - *Weapon Master* © [UB] + +You have practiced extensively with a variety of weapons, gaining the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20. +• You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. + +# 158. - Wise Archery [UB] + +Your intuition guides your hand when using a bow. Increase your Wisdom attribute by 1, to a maximum of 20. You can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls with these weapons. + +# 159. - *Wood-Elf Magic* © [UB] + +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. + + diff --git a/Diagnostics/Documentation/FightingStyles.md b/Diagnostics/Documentation/FightingStyles.md new file mode 100644 index 0000000000..132f4ec072 --- /dev/null +++ b/Diagnostics/Documentation/FightingStyles.md @@ -0,0 +1,67 @@ +# 1. - Archery [SOL] + +You gain a +2 bonus to attack rolls with ranged weapons. + +# 2. - Astral Reach [UB] + +Your Unarmed Strike reach increases by 5 ft. + +# 3. - *Blind Fighting* © [UB] + +You have blind sight with a range of 10 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. + +# 4. - Classical Swordplay [UB] + +You gain a +1 bonus to your attack rolls and a +1 to bonus to your AC while wielding a melee one-handed or versatile weapon and no other weapon or shield. + +# 5. - Crippling [UB] + +You reduce the speed of your opponents by 10 ft until the end of your next turn on a melee attack hit. + +# 6. - Defense [SOL] + +While you are wearing armor, you gain a +1 bonus to AC. + +# 7. - Dueling [SOL] + +When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + +# 8. - Executioner [UB] + +You add your proficiency bonus to damage against blinded, frightened, restrained, incapacitated, paralyzed, prone or stunned creatures. + +# 9. - Great Weapon Fighting [SOL] + +When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die. You must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + +# 10. - *Interception* © [UB] + +When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must wield a shield or a simple or martial weapon to use this reaction. + +# 11. - Lunger [UB] + +Your melee weapon reach increases by 5 ft while wielding a weapon without the heavy tag and no other weapon or shield. + +# 12. - Protection [SOL] + +When a creature you can see attacks a target other than you that is within one cell of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + +# 13. - Pugilist [UB] + +Your unarmed strikes deal an additional 1d4 bludgeoning damage, and you can punch with your offhand as a bonus action. You can shove as a bonus action if you have no other weapon or shield. + +# 14. - *Superior Technique* © [UB] + +You have martial training that allows you to perform special combat techniques called maneuvers: +• You learn one maneuver of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. +• You gain 1 Superiority Die. The die is a d6, and it doesn't increase in size if you are not a Battle Master. This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. + +# 15. - Torchbearer [UB] + +As a bonus action, you may elect to use a light source you have equipped to attempt to set an enemy you can touch on fire. Your target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take 1d4 fire damage per turn for 1 minute or until extinguished. + +# 16. - Two Weapon Fighting [SOL] + +When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + diff --git a/Diagnostics/Documentation/Infusions.md b/Diagnostics/Documentation/Infusions.md new file mode 100644 index 0000000000..6c94a72d33 --- /dev/null +++ b/Diagnostics/Documentation/Infusions.md @@ -0,0 +1,172 @@ +# 1. - Bloody [UB] + +Once per turn, when you hit with an attack with this weapon, that meet the same requirements as sneak attacks, deal an additional 2d6 damage. +Only one additional damage infusion can be active per weapon. + +# 2. - Enhance Defense [UB] + +Infuse armor or shield to grant a +1 to AC. +The bonus increases to +2 when you reach level 10 of Artificer class. + +# 3. - Enhance Focus [UB] + +Infuse staff or a spell focus to grant +1 to spell attack rolls and ignore enemy cover. +The bonus increases to +2 when you reach level 10 of Artificer class. + +# 4. - Enhance Weapon [UB] + +Infuse weapon to grant +1 to attack and damage rolls. +The bonus increases to +2 when you reach level 10 of Artificer class. Will replace Repeating Shot or Returning Weapon infusion on weapon it is applied to. + +# 5. - Major Elemental [UB] + +Attacks made with this weapon deal an additional 1d4 damage of the selected type. +Only one additional damage infusion can be active per weapon. + +# 6. - Mind Sharpener [UB] + +Infuse body armor or clothes to provide advantage on rolls to maintain concentration and not require rolls if damage taken is 10 or less. + +# 7. - Minor Elemental [UB] + +Once per turn, when you hit a creature with this weapon, deal an additional 1d6 damage of the selected type. +Only one additional damage infusion can be active per weapon. + +# 8. - Repeating Shot [UB] + +Infuse weapon that has Loading property to ignore that property and also not spend ammunition. If weapon was not magical it becomes magical and receives +1 bonus to attack and damage rolls made with it. Will replace Enhance Weapon infusion on weapon it is applied to. + +# 9. - Replica Amulet of Health [UB] + +Create replica Amulet of Health: +This amulet was created by Marsh halfling mages in the olden times to help sick people survive the hardships of Olme Fen. + +# 10. - Replica Bag of Holding [UB] + +Create replica Bag of Holding: +This item was crafted to the specifications of Emperor Laethar the Gold Soul, who wanted treasures of the conquered province stocked in special bags. It is almost weightless and increases your carrying capacity enormously. + +# 11. - Replica Belt of Giant Strength (Hill) [UB] + +Create replica Belt of Giant Strength (Hill): +At the dawn of time, there was a confrontation between the giants and the elves. The elven arcanists didn't waste anything from the giants, harnessing their life essence to create powerful magical items. + +# 12. - Replica Boots of Elvenkind [UB] + +Create replica Boots of Elvenkind: +Crafted in Colthannin for human allies of the Realm protecting its borders. + +# 13. - Replica Boots of Levitation [UB] + +Create replica Boots of Levitation: +After a couple of close calls in the mountains of the Snow Alliance, the Manacalon shock arcanists began to use these boots! + +# 14. - Replica Boots of Striding and Springing [UB] + +Create replica Boots of Striding and Springing: +Defineth Sharpeye created these boots after watching his cat bounce around, seemingly defying gravity in her pursuit of mice and birds. + +# 15. - Replica Bracers of Archery [UB] + +Create replica Bracers of Archery: +A favorite of Colthannin border patrols. + +# 16. - Replica Bracers of Defense [UB] + +Create replica Bracers of Defense: +Those bracers were the prized possession of a Manacalon shock arcanist. + +# 17. - Replica Brooch of Shielding [UB] + +Create replica Brooch of Shielding: +Medreth Sharpeye forged those brooches to protect Coedymwarth scouts against the Imperial shock arcanists' most common spell. + +# 18. - Replica Cloak of Elvenkind [UB] + +Create replica Cloak of Elvenkind: +Crafted in Colthannin for the human allies of the Realm protecting its borders. Grants advantage to stealth checks, and cancels an enemy's perception check advantage to spot you when you're attacking it in stealth mode. + +# 19. - Replica Cloak of Protection [UB] + +Create replica Cloak of Protection: +An exquisitely tailored cloak, very much sought after by shock arcanists. A lost secret of Manacalon. + +# 20. - Replica Gauntlets of Ogre Power [UB] + +Create replica Gauntlets of Ogre Power: +Arasdir Lighthand crafted these gauntlets, showing ogres the superiority of mind over matter. + +# 21. - Replica Gem of Seeing [UB] + +Create replica Gem of Seeing: +Such gems are usually found as holy relics in the temples of Einar, as they can help detect shapechangers. They are used on Einar's holy days for various rituals. + +# 22. - Replica Gloves of Missile Snaring [UB] + +Create replica Gloves of Missile Snaring: +Crafted by Ildurial Stronghand for the members of the Euraidd tasked with the protection of the Imperial family. + +# 23. - Replica Gloves of Thievery [UB] + +Create replica Gloves of Thievery: +These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. + +# 24. - Replica Headband of Intellect [UB] + +Create replica Headband of Intellect: +Fashioned by order of the merchant prince Elgareth Goldenmind to ensure his dynasty would survive the advent of less gifted successors. + +# 25. - Replica Helm of Awareness [UB] + +Create replica Helm of Awareness: +A creature that is wearing this helmet while attuned to it has advantage on initiative rolls and can't be surprised, provided it isn't incapacitated. + +# 26. - Replica Horn of Blasting [UB] + +Create replica Horn of Blasting: +You can use an action to speak the horn's command word, and then blow the horn, which emits a thunderous blast in a 6-cell cone that is audible 120 cells away. Each creature in the cone must make a DC 15 constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw, and take 10d6 thunder damage instead of 5d6. + +# 27. - Replica Pipes of Haunting [UB] + +Create replica Pipes of Haunting: +These pipes let out a magically infused cry that can strike fear even in the hearts of the bravest warriors. + +# 28. - Replica Ring of Darkvision [UB] + +Create replica Ring of Darkvision: +While wearing this ring, you have Darkvision just like an elf. Devised by an eccentric Manacalon arcanist specialized in light spells to ensure his famed cook, the island halfling Mildred Sharpnose, could deliver breakfast at all hours, without having to illuminate his studies. + +# 29. - Replica Ring of Protection +1 [UB] + +Create replica Ring of Protection +1: +A ring first devised to protect shock arcanists fighting the Empire's battles. Awarded upon graduation from the Arcaneum. + +# 30. - Replica Slippers of Spider Climbing [UB] + +Create replica Slippers of Spider Climbing: +These magical slippers have a very shady origin. Probably made by some crazy Manacalon wizard to walk the walls of his manor in a cozy fashion. + +# 31. - Replica Wand of Identify [UB] + +Create replica Wand of Identify: +A magic wand capable of revealing the hidden properties of unidentified magic items. + +# 32. - Replica Wand of Magic Detection [UB] + +Create replica Wand of Magic Detection: +Casts the spell detect magic by expending one charge. The wand has 3 charges and regains 1d3 charges each dawn. + +# 33. - Replica Winged Boots [UB] + +Create replica Winged Boots: +Birdwatching is not easy when you can't fly. Millie Strongbreeze created these boots to pursue her passion for ornithology. + +# 34. - Resistant Armor [UB] + +Infuse armor with resistance to one of the elemental damage types. + +# 35. - Returning Weapon [UB] + +Infuse thrown weapon to return to the wielder's hand immediately after it is used to make a ranged attack. If weapon was not magical it becomes magical and receives +1 bonus to attack and damage rolls made with it. Will replace Enhance Weapon infusion on weapon it is applied to. + + diff --git a/Diagnostics/Documentation/Invocations.md b/Diagnostics/Documentation/Invocations.md new file mode 100644 index 0000000000..27be567ef2 --- /dev/null +++ b/Diagnostics/Documentation/Invocations.md @@ -0,0 +1,257 @@ +# 1. - *Abilities of the Chain Master* © [UB] + +Gain additional effects when bound to a creature. When bound to Imp gain greater invisibility, when bound to Pseudo Dragon gain flight and attacks imbued with poison, when bound to Quasit gain an additional main action and advantage on Dexterity saving throws, and when bound to Sprite get an AC score of at least 16 and attackers have disadvantage against you. + +# 2. - Agonizing Blast [SOL] + +When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit. + +# 3. - Armor of Shadows [SOL] + +You can cast Mage Armor on yourself at will, without expending a spell slot or material components. + +# 4. - Ascendant Step [SOL] + +You can cast Levitate on yourself at will, without expending a spell slot or material components. + +# 5. - *Aspect of the Moon* © [UB] + +You no longer need to sleep and can keep watch, lowering the chances of attack and ensuring you are awake if camp is attacked. + +# 6. - Beguiling Influence [SOL] + +You gain proficiency in the Deception and Persuasion skills. Gain expertise instead if you are already proficient. + +# 7. - Bewitching Whispers [SOL] + +You can cast Dreadful Omen once using a warlock spell slot - but without spending material components. You can't do so again until you finish a long rest. + +# 8. - *Bond of The Talisman* © [UB] + +You can use Bonus Action to teleport up to 30 ft away to an unoccupied space you can see. + +# 9. - Book of Ancient Secrets [SOL] + +Grants you the ability to acquire ritual spells from any spell list (of a spell level you can cast). Immediately learn two 1st level rituals from any spell list, which you can only use as rituals. + +# 10. - Breath of the Night [UB] + +You can cast Fog Cloud at will, without expending a spell slot. + +# 11. - *Burning Hex* © [UB] + +As a bonus action, you cause a cursed target to take fire damage equal to your Charisma modifier (minimum of 1) and become on fire. + +# 12. - Call of the Beast [UB] + +You can cast Conjure Animals once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 13. - Chains of Carceri [SOL] + +You can cast Hold Monster at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You cannot select the same target until 24 hours have passed. + +# 14. - Chilling Blast [UB] + +You can change the damage type of the eldritch blast to cold damage instead of force damage. + +# 15. - *Chilling Hex* © [UB] + +As a bonus action, you cause frost to swirl around a cursed target, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1). + +# 16. - *Cloak of Flies* © [UB] + +As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated, or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier. Once you use this invocation, you can't use it again until you finish a short or long rest. + +# 17. - Corrosive Blast [UB] + +You can change the damage type of the eldritch blast to acid damage instead of force damage. + +# 18. - Devil's Sight [SOL] + +You have blindsight up to 16 cells, allowing you to perceive enemies even through invisibility and magical darkness. + +# 19. - Devoted Mind [UB] + +You can cast Shield of Faith at will, without expending a spell slot. + +# 20. - Discerning Gaze [UB] + +You can cast Detect Evil and Good at will, without expending a spell slot. + +# 21. - Dreadful Word [SOL] + +You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest. + +# 22. - *Eldritch Mind* © [UB] + +You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. + +# 23. - Eldritch Sight [SOL] + +You can cast Detect Magic at will, without expending a spell slot. + +# 24. - *Eldritch Smite* © [UB] + +Once per turn when you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you knock the target prone if it is Huge or smaller. + +# 25. - Eldritch Spear [SOL] + +When you cast Eldritch Blast, you ignore any cover on the targets. + +# 26. - Eyes of the Rune Keeper [SOL] + +You understand all languages and writings. + +# 27. - Fiendish Vigor [SOL] + +You can cast False Life on yourself at will as a 1st level spell, without expending a spell slot or material components. + +# 28. - Fiery Blast [UB] + +You can change the damage type of the eldritch blast to fire damage instead of force damage. + +# 29. - Fulminate Blast [UB] + +You can change the damage type of the eldritch blast to lightning damage instead of force damage. + +# 30. - Gift of the Dispeller [UB] + +You can cast Dispel Evil and Good once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 31. - *Gift of the Ever-Living Ones* © [UB] + +Regains the maximum number of hit points possible from any healing. + +# 32. - Gift of the Hunter [UB] + +You can cast Pass Without Trace once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 33. - *Gift of the Protectors* © [UB] + +When you are reduced to 0 HP but not killed, you can drop to 1 HP instead. + +# 34. - *Grasp of Hadar* © [UB] + +When you hit a creature with Eldritch Blast, you can pull the creature up to 10 ft towards you in a straight line. + +# 35. - *Improved Pact Weapon* © [UB] + +Your weapon gains a +1 bonus to its attack and damage rolls. + +# 36. - *Lance of Lethargy* © [UB] + +When you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 ft until the end of your next turn. + +# 37. - Lifedrinker [SOL] + +When you hit a creature with a weapon attack, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). + +# 38. - *Maddening Hex* © [UB] + +As a bonus action, you cause a psychic disturbance around the target cursed by your Malediction spell, Bestow Curse spell, Sign of Ill Omen invocation, or Soul Hex feature. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier. To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. + +# 39. - Minions of Chaos [SOL] + +You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest. + +# 40. - Mire the Mind [SOL] + +You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest. + +# 41. - *Mire the Mind* © [UB] + +You can cast Slow once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 42. - Necrotic Blast [UB] + +You can change the damage type of the eldritch blast to necrotic damage instead of force damage. + +# 43. - One with Shadows [SOL] + +When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. + +# 44. - Otherworldly Leap [SOL] + +You can cast Jump on yourself at will, without expending a spell slot or material components. + +# 45. - Poisonous Blast [UB] + +You can change the damage type of the eldritch blast to poison damage instead of force damage. + +# 46. - Psychic Blast [UB] + +You can change the damage type of the eldritch blast to psychic damage instead of force damage. + +# 47. - Radiant Blast [UB] + +You can change the damage type of the eldritch blast to radiant damage instead of force damage. + +# 48. - *Relentless Hex* © [UB] + +Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Malediction spell, Bestow Curse spell, Sign of Ill Omen invocation, or Soul Hex feature. To teleport in this way, you must be able to see the cursed target. + +# 49. - Repelling Blast [SOL] + +When you hit a creature with Eldritch Blast, you can push the creature up to 2 cells away from you in a straight line. + +# 50. - *Shroud of Shadow* © [UB] + +You can cast Invisibility at will, without expending a spell slot. + +# 51. - Sign of Ill Omen [SOL] + +You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest. + +# 52. - Spark of Kinesis [UB] + +You can cast Haste once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 53. - *Superior Pact Weapon* © [UB] + +Your weapon gains a +1 bonus to its attack and damage rolls. + +# 54. - Tenacious Plague [UB] + +You can cast Insect Plague once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 55. - Thief of Five Fates [SOL] + +You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest. + +# 56. - Thirsting Blade [SOL] + +You can attack twice instead of once when you take the Attack action on your turn. + +# 57. - Thunder Blast [UB] + +You can change the damage type of the eldritch blast to thunder damage instead of force damage. + +# 58. - *Tomb of Levistus* © [UB] + +As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can't use it again until you finish a short or long rest. + +# 59. - *Trickster's Escape* © [UB] + +You can cast Freedom of Movement once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 60. - *Ultimate Pact Weapon* © [UB] + +Your weapon gains a +1 bonus to its attack and damage rolls. + +# 61. - *Undying Servitude* © [UB] + +You can cast Raise Skeletal Enforcer once, without expending a spell slot. You can't do so again until you finish a long rest. + +# 62. - Verdant Armor [UB] + +You can cast Barkskin at will, without expending a spell slot, and without requiring concentration. + +# 63. - Voice of the Chain Master [SOL] + +You can bind a creature to your warlock one more time between long rests. + +# 64. - Witch Sight [SOL] + +You are permanently under the effect of the See Invisibility spell and all magic items that come into your possession are automatically identified. + + diff --git a/Diagnostics/Documentation/Items.md b/Diagnostics/Documentation/Items.md new file mode 100644 index 0000000000..1d78032949 --- /dev/null +++ b/Diagnostics/Documentation/Items.md @@ -0,0 +1,2997 @@ +# 1. - A simple outfit of leather, linen, and wool, showing signs of old age and dirt. [SOL] + +A simple outfit of leather, linen, and wool, showing signs of old age and dirt. + +# 2. - Acidic Hand Crossbow [UB] + + + +# 3. - Adamantine Half Plate [SOL] + +An incredibly well-crafted suit of armor, further reinforced with adamantine. While wearing it, any critical hit received becomes a normal hit. + +# 4. - Adamantine Plate Armor [SOL] + +The first bearer of this armor was Ketil Strongshield, champion of the Snow Alliance against Manacalon. The toughness of his armor led to ever deeper digging from Alliance miners to equip their best fighters. + +# 5. - Adventuring Wizard's Clothing [SOL] + +Sturdy yet elegant clothes, equipped with straps and pockets for spellbooks and components. Provides no armor protection. + +# 6. - Adventuring Wizard's Clothing [SOL] + +Sturdy yet elegant clothes, equipped with straps and pockets for spellbooks and components. Provides no armor protection. + +# 7. - Anvil [SOL] + +This strange weapon was made by master smith Krzystaff Flinthall as an experiment to wield conflicting elements, and resulted in a unique magic sword. + +# 8. - Arcane Shieldstaff [SOL] + +Shield staves are rare artifacts from ages long past. Crafted by an ancient mage during wartime, this staff promises to keep its user safe and free to focus on other magical pursuits, leaving defense to the staff. + +# 9. - Arcane Staff [UB] + +This staff is inscribed with magical writing and can be used as a focus for Arcane spell casting. + +# 10. - Armor of the Forest [SOL] + +Druidical enchantments give this leather armor +1 to AC, proficiency in History, and +2 to skill checks with History and some languages. + +# 11. - Arwin Merton's Sword [SOL] + +Bitterroot gave you this sword. You're supposed to bring it to Merton in Caer Cyflen. + +# 12. - Barbarian Clothes [SOL] + +A pretty rough outfit, made from leather and fur. + +# 13. - Barbarian Clothes of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 14. - Barbarian Clothes of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 15. - Barbarian Clothes of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 16. - Barbarian Clothes of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 17. - Barbarian Clothes of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 18. - Barbarian Clothes of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 19. - Bard Armor [SOL] + +Leather armor in a style befitting a bard. + +# 20. - Bare Claws [UB] + + + +# 21. - Bare Hands [SOL] + + + +# 22. - Battleaxe [SOL] + + + +# 23. - Battleaxe +1 [SOL] + +A typical dwarven weapon, probably crafted by the smiths of the Snow Alliance. + +# 24. - Battleaxe +2 [SOL] + +A typical dwarven weapon, probably crafted by the smiths of the Snow Alliance. + +# 25. - Battleaxe +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 26. - Battleaxe of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 27. - Battleaxe of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 28. - Battleaxe of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 29. - Battleaxe of Power [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this Battleaxe to give champions of the Iron Legions the Strength their elven bodies didn't provide. + +# 30. - Battleaxe of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 31. - Bearclaw Battleaxe [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 32. - Bearclaw Club [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 33. - Bearclaw Dagger [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 34. - Bearclaw Dart [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 35. - Bearclaw Greataxe [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 36. - Bearclaw Greatsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 37. - Bearclaw Halberd [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 38. - Bearclaw Hand Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 39. - Bearclaw Handaxe [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 40. - Bearclaw Javelin [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 41. - Bearclaw Long Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 42. - Bearclaw Longbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 43. - Bearclaw Longsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 44. - Bearclaw Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 45. - Bearclaw Maul [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 46. - Bearclaw Pike [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 47. - Bearclaw Quarterstaff [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 48. - Bearclaw Rapier [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 49. - Bearclaw Scimitar [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 50. - Bearclaw Shortbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 51. - Bearclaw Shortsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 52. - Bearclaw Spear [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 53. - Bearclaw Warhammer [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 54. - Bear's Claw [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage - just as expected by Ildurial Stronghand, who designed the first weapon of this kind. + +# 55. - Beast Bite [UB] + + + +# 56. - Beast Claws [UB] + + + +# 57. - Beast Tail [UB] + + + +# 58. - Black Viper [SOL] + +This enchanted weapon was forged with the ancient knowledge of Manacalon's master smiths, using a primed rapier and the venom of a legendary spider from Solasta's depths. The blade's designer was Griff Blackheart, a notorious Marsh halfling smith working in the forges of the Aer Elai. + +# 59. - Black Viper Spear [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths, using a spear and the venom of a legendary spider from Solasta's depths. The blade's designer was Grigg Blackheart, a notorious Marsh halfling smith working in the forges of the Aer Elai. + +# 60. - Breastplate [SOL] + +This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. + +# 61. - Breastplate +1 [SOL] + +This armor was forged by Ildurial for the Emperor's personal guard. + +# 62. - Breastplate +2 [SOL] + +This armor was forged by Ildurial for the Emperor's personal guard. + +# 63. - Breastplate +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 64. - Breastplate of Deflection [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Eldoril Puremind made it his life work to create armor that protects against a dagger in the back. This is his finest creation. + +# 65. - Breastplate of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 66. - Breastplate of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 67. - Breastplate of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 68. - Breastplate of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 69. - Breastplate of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of these armors for the Emperor's personal guard. + +# 70. - Breastplate of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 71. - Breastplate of Sandraven [SOL] + +Forged in the fires of a volcano known as the Cradle of Fire, by Sandraven orc smiths, this legendary armor retains the magic of the Badlands. + +# 72. - Breastplate of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of these armors for the Emperor's personal guard. + +# 73. - Breastplate of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 74. - Breastplate of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 75. - Brightwall [SOL] + +A relic that can be traced all the way back to Tirmar. References to Brightwall can be found in the rare texts describing epic fights against Soraks. + +# 76. - Chain Mail [SOL] + +Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. + +# 77. - Chain Mail of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 78. - Chain Mail of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 79. - Chain Mail of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 80. - Chain Mail of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its design was created by Ildurial Stronghand, for the personal guard of the Empress. + +# 81. - Chain Mail of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 82. - Chain Mail of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its original design had the name of Eaedhel Trueheart engraved on the left breast. + +# 83. - Chain Mail of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 84. - Chain Mail of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 85. - Chain Shirt [SOL] + +Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. + +# 86. - Chain Shirt of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 87. - Chain Shirt of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 88. - Chain Shirt of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 89. - Chain Shirt of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 90. - Chain Shirt of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 91. - Chain Shirt of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 92. - Chainmail +1 [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its original design had the name of Eaedhel Trueheart engraved on the left breast. + +# 93. - Chainmail +2 [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its design was created by Ildurial Stronghand, for the personal guard of the Empress. + +# 94. - Chainmail +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 95. - Chainmail of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 96. - Chainmail of Life Regnant [SOL] + +This legendary armor was custom made for a legendary priestess of Maraike. She led the followers of the goddess through the rift before becoming the first of the Fallen. + +# 97. - Chainshirt +1 [SOL] + +Equipment/&Chainshirt+1_Description + +# 98. - Chainshirt +2 [SOL] + +Equipment/&DLC3_Chainshirt+2_Description + +# 99. - Chainshirt +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 100. - Chainshirt of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 101. - Chainshirt of Robustness [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 102. - Chainshirt of Sturdiness [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 103. - Cheater [SOL] + +This enchanted dagger was forged by the priests of Misaye to fight giants and beasts. + +# 104. - Cloth of the Lightbringers [SOL] + +This cloth was designed and enchanted by the clerics of a Tirmarian cult to equip their paladins. + +# 105. - Club [SOL] + + + +# 106. - Club of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 107. - Club of Power [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this club to give champions of the Iron Legions the Strength their elven bodies didn't provide. + +# 108. - Cog of Cohh [SOL] + +The exquisite craftsmanship of this cog ensures that the bearer is held in high regard by all who see him. And in a pinch, strong dwarven metal has been known to stop a blade! + +# 109. - Colthannin Chain [SOL] + +This magical chain mail was designed for the sylvan fighters of Colthannin, who were not proficient with heavy armor. + +# 110. - Commoner's Clothing (Dominion) [SOL] + +Basic clothing made of wool, leather, and linen. + +# 111. - Commoner's Clothing (Masgarth) [SOL] + +Basic clothing made of wool, leather, and linen. + +# 112. - Commoner's Clothing (Masgarth) [SOL] + +Basic clothing made of wool, leather, and linen. + +# 113. - Commoner's Clothing (Northern) [SOL] + +Basic clothing made of wool, leather, and linen. + +# 114. - Concealed Dagger [UB] + + + +# 115. - Crossbow +1 [SOL] + +A favorite of the Snow Alliance rangers, this crossbow is imbued with magic. + +# 116. - Crossbow +2 [SOL] + +A masterpiece of the Snow Alliance wizards of a long-lost tradition of Mountain Magicians. + +# 117. - Crushing Mace [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Created to breach fortifications faster, this mace also found its way into the crucible of war to break shield walls. + +# 118. - Dagger [SOL] + + + +# 119. - Dagger [SOL] + + + +# 120. - Dagger [SOL] + + + +# 121. - Dagger [SOL] + + + +# 122. - Dagger +2 [SOL] + +This elegant curvy dagger is a great magical weapon crafted by an old tradition of wizards known as Court Mages. + +# 123. - Dagger +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 124. - Dagger of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 125. - Dagger of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 126. - Dagger of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 127. - Dagger+1 [SOL] + +An Iron Legion officer's dagger from the Imperial era, finely crafted and imbued with magic. + +# 128. - Dart [SOL] + + + +# 129. - Dart of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 130. - Dart of Sharpness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 131. - Decadence [SOL] + +Forged and enchanted by master smith Krzystaff Flinthall, this crossbow was designed as a primary weapon for troll hunters. + +# 132. - Divine Blade [SOL] + + + +# 133. - Doom Spear [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Kenaloth Darkmind devised the Doomblades as a tool of punishment for those who resisted the might of the Empire. + +# 134. - Doom Tipped Spear [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Kenaloth Darkmind devised the Doomblades as a tool of punishment for those who resisted the magic of the Empire. + +# 135. - Doomblade Greatsword [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Kenaloth Darkmind devised the Doomblades as a tool of punishment for those who resisted the might of the Empire. + +# 136. - Doomblade Rapier [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Kenaloth Darkmind devised the Doomblades as a tool of punishment for those who resisted the might of the Empire. + +# 137. - Dragon Plate Armor [SOL] + +A masterpiece of plate armor, layered with dragon scales to further reinforce it. Wearing it provides incredible levels of protection, including resistance to fire, acid, poison, and slashing damage. + +# 138. - Dragonblade [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 139. - Dragonblade Dagger [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 140. - Dragonblade Halberd [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 141. - Dragonblade Long Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 142. - Dragonblade Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 143. - Dragonblade Morningstar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 144. - Dragonblade Pike [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 145. - Dragonblade Quarterstaff [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 146. - Dragonblade Rapier [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 147. - Dragonblade Scimitar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 148. - Dragonblade Shortsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Lestoreth Steelarm to fight in the frozen North of the Empire. + +# 149. - Driller [SOL] + +This crossbow was crafted especially for pioneers by the mountain mages of Valkarokkopun, in order to fight remorhazes in the northeast. + +# 150. - Druid Leather Armor [SOL] + +Druid-style leather armor, covered with leaves and wooden splints. Despite its look, it provides the same protection as any other leather armor. + +# 151. - Druid Leather of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 152. - Druid Leather of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 153. - Druid Leather of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 154. - Druid Leather of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 155. - Druid Leather of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 156. - Druid Leather of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 157. - Dwarven Half Plate [SOL] + +Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. This armor is decorated in the dwarven style. + +# 158. - Dwarven Plate [SOL] + +Fighting underground led the dwarves to create this armor to avoid being pushed over stone bridges. + +# 159. - Dwarven Plate [SOL] + +Fighting underground led the dwarves to create this armor to avoid being pushed over stone bridges. + +# 160. - Dwarven Thrower [SOL] + +Galar Stormforge's masterpiece, this exceptional light warhammer can be thrown for devastating damage, especially against giants. + +# 161. - Elven Thinblade [SOL] + +These rare weapons were all crafted by the hand of Defineth Sharpsight himself. They were prized by master spies of the Silent Whisper, for they ally the qualities of finesse and light blades with unmatched sharpness. + +# 162. - Empress Garb Chain Shirt [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. It was originally design by Ildurial Stronghand as a wedding gift to Empress Cylloriel Wildspirit, the Warrior Empress. It does not require any armor proficiency and places no limit on DEX modifier. + +# 163. - Ettilen Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 164. - Feybane [SOL] + +Forged by Manacalon master smiths for the Imperial attack on the forest of Colthannin, this dagger is enchanted against feys and plants. + +# 165. - Flame Blade [SOL] + + + +# 166. - Forceful Gauntlets [UB] + + + +# 167. - Frostburn Battleaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 168. - Frostburn Club [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 169. - Frostburn Dagger [SOL] + +This enchanted weapon was forged using the ancient knowledge of dwarven master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 170. - Frostburn Dart [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 171. - Frostburn Greataxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 172. - Frostburn Greatsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 173. - Frostburn Halberd [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 174. - Frostburn Hand Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 175. - Frostburn Handaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 176. - Frostburn Javelin [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 177. - Frostburn Long Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 178. - Frostburn Longbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 179. - Frostburn Longsword [SOL] + +This enchanted weapon was forged using the ancient knowledge of dwarven master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 180. - Frostburn Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 181. - Frostburn Maul [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 182. - Frostburn Morningstar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 183. - Frostburn Pike [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 184. - Frostburn Quarterstaff [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 185. - Frostburn Rapier [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 186. - Frostburn Scimitar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 187. - Frostburn Shortbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 188. - Frostburn Shortsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 189. - Frostburn Warhammer [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 190. - Garb of the Prudent Shield [SOL] + +Created by Adrasteia Epimeles the Prudent Shield, master of Abjuration of the Manacalon Arcaneum. This legendary cloth is imbued with ancient magics and is, unsurprisingly, a great defensive item. + +# 191. - Garment of the Wise [SOL] + +A magnificent robe once worn by the most renowned orator of the Manacalon Empire. Those who don these garments will find themselves both wiser and more charismatic. + +# 192. - Gauntlet +1 [SOL] + +A Gauntlet from the Imperial era, finely crafted and imbued with magic. + +# 193. - Gauntlet +2 [SOL] + +This apparently simple gauntlet is actually a magical weapon used by forgotten monastic traditions from Tirmar. + +# 194. - Gauntlets +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 195. - Gauntlets of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 196. - Gauntlets Of Pulling [UB] + + + +# 197. - Gauntlets of Shattering [SOL] + +A nigh perfectly crafted gauntlet infused with powerful magic, its incredible sharpness makes taking down larger foes easy. + +# 198. - Gauntlets of Smashing [SOL] + +Flawlessly balanced, these gauntlets seemingly never miss their target. + +# 199. - Glacier [SOL] + +Enchanted by Mountain Mages during the First Expansion, before the tradition was lost. This weapon was made for a general who fought to repel the Manacalon threat, using the magic his people had mastered so well. + +# 200. - Glitter Jacket [SOL] + +A flamboyant jacket that with each step glitters with ripples of silver and gold. It is said that it once belonged to an immortal bard who roamed the Badlands after the Cataclysm, bringing joy to the common folk in times of despair. + +# 201. - Greataxe [SOL] + + + +# 202. - Greataxe [SOL] + + + +# 203. - Greataxe +1 [SOL] + +A typical dwarven weapon, probably crafted by the smiths of the Snow Alliance. + +# 204. - Greataxe +2 [SOL] + +A masterpiece by Galar Stormforge, forged in the fires of the northern mountains and soaked in the eternal snows. + +# 205. - Greataxe +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 206. - Greataxe of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 207. - Greataxe of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 208. - Greataxe of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 209. - Greataxe of Power [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this Greataxe to give champions of the Iron Legions the Strength their elven bodies didn't provide. + +# 210. - Greataxe of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 211. - Greatsword [SOL] + + + +# 212. - Greatsword +1 [SOL] + +A typical magic weapon crafted in the forges of the Manacalon Empire. + +# 213. - Greatsword +2 [SOL] + +A typical magic weapon crafted in the forges of the Manacalon Empire. + +# 214. - Greatsword +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 215. - Greatsword of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 216. - Greatsword of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 217. - Greatsword of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 218. - Grievance [SOL] + +This weapon was found among a den of thieves in Turvaamalinn, then named and used by a lord of house Perlevinn, but no one ever knew who forged and enchanted it. + +# 219. - Guardian [SOL] + +A legendary weapon crafted from a bone of the Archdemon Sessroth and the five claws of Manacalon Master Exonaïka the Traveler. + +# 220. - Halberd [UB] + + + +# 221. - Halberd +1 [UB] + + + +# 222. - Halberd +2 [UB] + + + +# 223. - Halberd +3 [UB] + + + +# 224. - Halberd of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 225. - Half Plate [SOL] + +Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. + +# 226. - Half Plate +1 [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 227. - Half Plate +1 [SOL] + +This magical armor was made for a knight of Gallivan. His name is engraved underneath the breastplate: Ramsay. + +# 228. - Half Plate +2 [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 229. - Half Plate +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 230. - Half Plate of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 231. - Half Plate of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 232. - Half Plate of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 233. - Half Plate of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 234. - Half Plate of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 235. - Half Plate of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 236. - Half Plate of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 237. - Half Plate of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 238. - Half Plate of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 239. - Hand Crossbow [UB] + + + +# 240. - Hand Crossbow +1 [UB] + + + +# 241. - Hand Crossbow +2 [UB] + + + +# 242. - Hand Crossbow +3 [UB] + + + +# 243. - Hand Crossbow of Accuracy [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Its original design bore the sigil of Defineth Sharpsight, a renowned sylvan elf enchanter. + +# 244. - Hand Crossbow of Sharpshooting [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. The Coedymwarth preferred to deal with Manacalon's arcanists physically rather than magically. Its best archers were given crossbows, the creation of Defineth Sharpsight. + +# 245. - Handaxe [SOL] + + + +# 246. - Handaxe +1 [SOL] + +A typical weapon forged by the dwarven smiths of the Snow Alliance. + +# 247. - Handaxe +2 [SOL] + +A typical weapon forged by the dwarven smiths of the Snow Alliance. + +# 248. - Handaxe +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 249. - Handaxe of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 250. - Handaxe of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 251. - Handaxe of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 252. - Handaxe of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 253. - Handaxe of Sharpness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 254. - Heavy Bearclaw Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 255. - Heavy Crossbow [SOL] + + + +# 256. - Heavy Crossbow +1 [SOL] + +A signature weapon belonging to the Stonebeard family, a great lineage of warriors from the Snow Alliance. + +# 257. - Heavy Crossbow +2 [SOL] + +A deadly weapon, designed and enchanted to pierce the heaviest armor. + +# 258. - Heavy Crossbow +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 259. - Heavy Crossbow of Accuracy [SOL] + +An enchanted crossbow of great accuracy, magically enhanced to help its bolts find their mark. + +# 260. - Heavy Crossbow of Accuracy [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Its original design bore the sigil of Defineth Sharpsight, a renowned sylvan elf enchanter. + +# 261. - Heavy Crossbow of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 262. - Heavy Crossbow of Sharpshooting [SOL] + +A deadly weapon, designed and enchanted to pierce the heaviest armor. + +# 263. - Heavy Crossbow of Sharpshooting [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. The Coedymwarth preferred to deal with Manacalon's arcanists physically rather than magically. Its best archers were given crossbows, the creation of Defineth Sharpsight. + +# 264. - Heavy Frostburn Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 265. - Heavy Lightbringer Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 266. - Heavy Medusa Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Magic melded medusa coral and hardwood to create a deadly bow, favored by the boarding parties of island halflings. + +# 267. - Heavy Storm Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 268. - Heavy Whiteburn Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 269. - Hide [SOL] + +This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. + +# 270. - Hide [SOL] + +This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. + +# 271. - Hide Armor +1 [SOL] + +Somehow, an enchanter deemed imbuing this hide armor with magic, making it more efficient. + +# 272. - Hide Armor +2 [SOL] + +A superb hide armor with magical protective powers. + +# 273. - Hide Armor +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 274. - Hide Armor of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 275. - Hide Armor of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 276. - Hide Armor of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 277. - Hide Armor of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 278. - Hide Armor of Robustness [SOL] + +A superb hide armor with magical protective powers. + +# 279. - Hide Armor of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 280. - Hide Armor of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 281. - Hide Armor of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 282. - Hide Armor of the Wanderer [SOL] + +Crafted by the famed traveler Osric the Unimpressed, this hide armor raises a wearer's Cynicism score by +2. + +# 283. - Hide Armor of the Wilderness [SOL] + +Crafted by ancient druids, this hide armor gives you +1 protection and the ability to speak slang. + +# 284. - Hurl Flame [UB] + + + +# 285. - Imperator [SOL] + +A gift from a high priest of Arun named Gideon Markle, recently arrived from the Rift with his flock, this weapon was a symbol of friendship and cooperation between the Tirmarian refugees and their hosts in the Snow Alliance. + +# 286. - Itainen Tabard [SOL] + +Itainen Tabard + +# 287. - Jakarbuckler [SOL] + +A legendary shield forged in lava lakes found deep under the ice of the Snow Alliance. It was intended for elite warriors of the Farsky Clan. + +# 288. - Javelin [SOL] + + + +# 289. - Javelin [SOL] + + + +# 290. - Javelin [SOL] + + + +# 291. - Javelin [SOL] + + + +# 292. - Javelin +1 [SOL] + +A typical weapon forged by the dwarven smiths of the Snow Alliance. + +# 293. - Javelin +2 [SOL] + +A typical weapon forged by the dwarven smiths of the Snow Alliance. + +# 294. - Javelin +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 295. - Javelin of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 296. - Javelin of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 297. - Javelin of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 298. - Javelin of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 299. - Javelin of Sharpness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 300. - Kaikkonen Family Armor [SOL] + +This scale mail is a family heirloom, made with the renowned craftsmanship of the dwarven master smiths of the Snow Alliance. + +# 301. - Keskainen Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 302. - Lantinen Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 303. - Leather [SOL] + + + +# 304. - Leather [SOL] + +The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. + +# 305. - Leather Armor +1 [SOL] + +This armor was used by scouts in the Manacalon army. It probably belonged to a noble soldier and is imbued with magic, providing additional defense. + +# 306. - Leather Armor +2 [SOL] + +This armor was used by scouts in the Manacalon army. It probably belonged to a noble soldier and is imbued with magic, providing additional defense. + +# 307. - Leather Armor +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 308. - Leather Armor of Flame Dancing [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Imbued with the essence of fire, this armor enables its wearer to withstand even arcane fire. + +# 309. - Leather Armor of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 310. - Leather Armor of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Colthannin's master armorers. Defineth Sharpeye stole and adapted Ildurial's design to the needs of Coedymwarth scouts. + +# 311. - Leather Armor of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its design was an early work of Ildurial Stronghand to better protect Imperial scouts. + +# 312. - Leather Armor of Survival [SOL] + +This enchanted armor was created using the ancient knowledge of Colthannin's master armorers. Medreth Sharpeye designed this garment to protect Coedymwarth scouts against Imperial magic. + +# 313. - Leather of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 314. - Leather of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 315. - Leather of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 316. - Leather of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 317. - Leather of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 318. - Leather of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 319. - Light Bearclaw Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The sharp spikes of the bear's claw shred armor to inflict additional damage. The first weapon of this kind was designed by Ildurial Stronghand. + +# 320. - Light Crossbow [SOL] + + + +# 321. - Light Crossbow +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 322. - Light Crossbow of Accuracy [SOL] + +An enchanted crossbow of great accuracy, magically enhanced to help its bolts find their mark. + +# 323. - Light Crossbow of Accuracy [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Its original design bore the sigil of Defineth Sharpsight, a renowned sylvan elf enchanter. + +# 324. - Light Crossbow of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 325. - Light Crossbow of Sharpshooting [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 326. - Light Crossbow of Sharpshooting [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. The Coedymwarth preferred to deal with Manacalon's arcanists physically rather than magically. Its best archers were given crossbows, the creation of Defineth Sharpsight. + +# 327. - Light Frostburn Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. It was designed by Keliandir Moltenheart, who forged this weapon to fight salamanders after an exploration of the elemental planes went awry. + +# 328. - Light Lightbringer Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 329. - Light Medusa Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Magic melded medusa coral and hardwood to create a deadly bow, favored by the boarding parties of island halflings. + +# 330. - Light Storm Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 331. - Light Whiteburn Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 332. - Lightbringer Battleaxe [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 333. - Lightbringer Club [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 334. - Lightbringer Dagger [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 335. - Lightbringer Greataxe [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 336. - Lightbringer Greatsword [SOL] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 337. - Lightbringer Halberd [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 338. - Lightbringer Hand Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 339. - Lightbringer Long Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 340. - Lightbringer Longbow [SOL] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 341. - Lightbringer Longsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 342. - Lightbringer Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 343. - Lightbringer Maul [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 344. - Lightbringer Morningstar [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 345. - Lightbringer Pike [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 346. - Lightbringer Quarterstaff [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 347. - Lightbringer Rapier [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 348. - Lightbringer Scimitar [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 349. - Lightbringer Shortbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 350. - Lightbringer Shortsword [SOL] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 351. - Lightbringer Shortsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 352. - Lightbringer Spear [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 353. - Lightbringer Warhammer [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures. + +# 354. - Lightning Halberd [UB] + + + +# 355. - Lightning Launcher [UB] + + + +# 356. - Livewood Club [UB] + +This club is composed of living wood complete with sprouting leaves and perhaps seasonal blooms. It can be used as a focus for Druidic spell casting. + +# 357. - Livewood Staff [UB] + +This staff is composed of living wood complete with sprouting leaves and perhaps seasonal blooms. It can be used as a focus for Druidic spell casting. + +# 358. - Long Mace [UB] + + + +# 359. - Long Mace +1 [UB] + + + +# 360. - Long Mace +2 [UB] + + + +# 361. - Long Mace +3 [UB] + + + +# 362. - Long Mace of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 363. - Longbow [SOL] + + + +# 364. - Longbow +1 [SOL] + +A hunting weapon whose design is the trademark of Defineth Sharpsight, the famous sylvan elf enchanter. + +# 365. - Longbow +2 [SOL] + +Defineth Sharpsight, the famous sylvan elf enchanter who designed many various bows, created this bow for only one, grim purpose: to kill his cousins, the elves of the Manacalon Empire. + +# 366. - Longbow +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 367. - Longbow of Accuracy [SOL] + +This enchanted weapon was created using the ancient knowledge of Colthannin's master bowyers. Its original design bore the sigil of Defineth Sharpsight, a renowned sylvan elf enchanter. + +# 368. - Longbow of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 369. - Longbow of Sharpshooting [SOL] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. The Coedymwarth preferred to deal with Manacalon's arcanists physically rather than magically. Its best archers were given those shortbows, the creation of Defineth Sharpsight. + +# 370. - Longsword [SOL] + + + +# 371. - Longsword [SOL] + + + +# 372. - Longsword +1 [SOL] + +A Tirmarian inquisitor's longsword, blessed with divine magic. + +# 373. - Longsword +2 [SOL] + +A trademark weapon from the workshops of Elgador Keenspirit, Magesmith of the Arcaneum. Probably from the Manacalon Expansion era. + +# 374. - Longsword +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 375. - Longsword of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 376. - Longsword of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 377. - Longsword of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 378. - Mace [SOL] + + + +# 379. - Mace +1 [SOL] + +A very fine example of the weapons produced by the dwarven weaponsmiths in the cities of the Snow Alliance. + +# 380. - Mace +2 [SOL] + +This weapon was typically wielded by veterans of the Golden Cavalry for devastating effect on the frontlines. + +# 381. - Mace +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 382. - Mace of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 383. - Mace of Shattering [SOL] + +This weapon was typically wielded by veterans of the Golden Cavalry for devastating effect on the frontlines. + +# 384. - Mace of Smashing [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 385. - Magical Sword [SOL] + +This is the magical sword Annie is looking for. It seems strongly imbued with magic. + +# 386. - Manacalon Morningstar +1 [SOL] + +A finely decorated morningstar used by the Manacalon Imperial shock troops, imbued with magic. + +# 387. - Maul [SOL] + +A simple, good, and heavy maul to crush your opponents. + +# 388. - Maul [SOL] + +A simple, good, and heavy maul to crush your opponents. + +# 389. - Maul [SOL] + +A simple, good, and heavy maul to crush your opponents. + +# 390. - Maul +1 [SOL] + +Crafted by talented users of magic, this weapon was probably made on Tirmar. + +# 391. - Maul +2 [SOL] + +The magic of the Snow Alliance master smiths is clearly seen in this incredible magic weapon. + +# 392. - Maul +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 393. - Maul of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 394. - Maul of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 395. - Maul of Power [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this Maul to give champions of the Iron Legions the Strength their elven bodies didn't provide. + +# 396. - Maul of Shattering [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 397. - Maul of Smashing [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 398. - Maul of the Destroyer [SOL] + +This ancient weapon was created before the Cataclysm. It is incredibly heavy; the power of a single blow can throw its victims off balance. + +# 399. - Medusa Bow [SOL] + +This enchanted weapon was created using the ancient knowledge of Colthannin's master bowyers. Magic melded medusa coral and hardwood to create a deadly bow, favored by the boarding parties of island halflings. + +# 400. - Medusa Hand Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Magic melded medusa coral and hardwood to create a deadly bow, favored by the boarding parties of island halflings. + +# 401. - Medusa Longbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. Magic melded medusa coral and hardwood to create a deadly bow, favored by the boarding parties of island halflings. + +# 402. - Monk Clothes of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 403. - Monk Clothes of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 404. - Monk Clothes of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 405. - Monk Clothes of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 406. - Monk Clothes of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 407. - Monk Clothes of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 408. - Monk Outfit [SOL] + +The traditional attire of Solastan monks. + +# 409. - Morningstar [SOL] + + + +# 410. - Morningstar +2 [SOL] + +A weapon typical of the Tirmarian clerics who fought alongside the Solastan troops at the Battle of the Rift! + +# 411. - Morningstar +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 412. - Morningstar of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 413. - Morningstar of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 414. - Morningstar of Power [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strength. Manacalon arcanists created this morning star to give champions of the Iron Legions the strength their elven bodies didn't provide. + +# 415. - Morningstar of Shattering [SOL] + +A weapon typical of the Tirmarian clerics who fought alongside the Solastan troops at the Battle of the Rift! + +# 416. - Morningstar of Smashing [SOL] + +A finely decorated morningstar used by the Manacalon Imperial shock troops, imbued with magic. + +# 417. - Nekkesh Blade [SOL] + +A cursed blade, forged by the ancient smiths of the Sorr-Akkath in the forges of Tirmar and blessed by Sorr-Tarr. + +# 418. - Noble Clothes (Blue) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 419. - Noble Clothes (Cherry) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 420. - Noble Clothes (Dominion) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 421. - Noble Clothes (Green) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 422. - Noble Clothes (Masgarth) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 423. - Noble Clothes (Northern) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 424. - Noble Clothes (Orange) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 425. - Noble Clothes (Pink) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 426. - Noble Clothes (Purple) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 427. - Noble Clothes (Red) [SOL] + +Fine clothes of costly fabrics, decorated with gold or silver embroidery. + +# 428. - None [SOL] + + + +# 429. - None [SOL] + + + +# 430. - None [SOL] + +Masgarth Tabard + +# 431. - Ogre Javelin [SOL] + + + +# 432. - Orc Greataxe [SOL] + + + +# 433. - Orc Javelin [SOL] + + + +# 434. - Orc Javelin [SOL] + + + +# 435. - Orc Mace [SOL] + + + +# 436. - Orc Mace [SOL] + + + +# 437. - Orc Shortbow [SOL] + + + +# 438. - Padded [SOL] + +Padded armor consists of quilted layers of cloth and batting. + +# 439. - Padded Leather of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 440. - Padded Leather of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 441. - Padded Leather of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 442. - Padded Leather of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 443. - Padded Leather of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 444. - Padded Leather of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 445. - Pike [UB] + + + +# 446. - Pike +1 [UB] + + + +# 447. - Pike +2 [UB] + + + +# 448. - Pike +3 [UB] + + + +# 449. - Pike of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 450. - Plate Armor [SOL] + +Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. + +# 451. - Plate Armor +1 [SOL] + +This finely decorated armor shows the skill of the ancient Manacalon armorers. + +# 452. - Plate Armor +2 [SOL] + +This finely decorated armor shows the skill of the ancient Manacalon armorers. + +# 453. - Plate Armor +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 454. - Plate Armor of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 455. - Plate Armor of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 456. - Plate Armor of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its design was an early work of Ildurial Stronghand to better protect Imperial shock troops. + +# 457. - Plate of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 458. - Plate of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 459. - Plate of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 460. - Plate of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 461. - Plate of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 462. - Plate of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 463. - Pohjolen Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 464. - Praetor Chainshirt [SOL] + +Designed for a praetor of the Manacalon Empire, this legendary armor was made to reinforce the dominance of imperial representatives, in addition to being a formidable protection. + +# 465. - Primed Battleaxe [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 466. - Primed Breastplate [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 467. - Primed Chain Mail [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 468. - Primed Chain Shirt [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 469. - Primed Crossbow [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 470. - Primed Dagger [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 471. - Primed Druid Armor [SOL] + +Before the Cataclysm, ancient druids prepared this armor to receive enchantments. It is still ready. + +# 472. - Primed Gauntlets [SOL] + +Created by a Manacalon master smith, these gauntlets are made of enchanted leather and alloys. They only need a catalyst to unlock their potential. + +# 473. - Primed Greataxe [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 474. - Primed Greatsword [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 475. - Primed Halberd [UB] + + + +# 476. - Primed Half Plate [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 477. - Primed Hand Crossbow [UB] + + + +# 478. - Primed Handaxe [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 479. - Primed Heavy Crossbow [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 480. - Primed Hide Armor [SOL] + +Before the Cataclysm, ancient druids prepared this armor to receive enchantments. It is still ready. + +# 481. - Primed Javelin [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 482. - Primed Leather Armor [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 483. - Primed Long Mace [UB] + + + +# 484. - Primed Longbow [SOL] + +Enchanted by a Colthannin master bowyer, this weapon is made of magical woods and alloys. It only needs a catalyst to unlock its potential. + +# 485. - Primed Longsword [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 486. - Primed Mace [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 487. - Primed Maul [SOL] + +This great hammer was prepared for enchantment by Manacalon master smiths. + +# 488. - Primed Morningstar [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 489. - Primed Pike [UB] + + + +# 490. - Primed Plate [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 491. - Primed Quarterstaff [SOL] + +Enchanted by an elder Greenmage, this weapon is made of magical woods and alloys. It only needs a catalyst to unlock its true potential. + +# 492. - Primed Rapier [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 493. - Primed Scale Mail [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 494. - Primed Scimitar [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 495. - Primed Shield [SOL] + +Enchanted by a Manacalon master smith, this shield is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 496. - Primed Shortbow [SOL] + +Enchanted by a Colthannin master bowyer, this weapon is made of magical woods and alloys. It only needs a catalyst to unlock its potential. + +# 497. - Primed Shortsword [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 498. - Primed Spear [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 499. - Primed Studded Armor [SOL] + +Enchanted by a Manacalon master smith, this armor is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 500. - Primed Warhammer [SOL] + +Enchanted by a Manacalon master smith, this weapon is made of a magical alloy. It only needs a catalyst to unlock its potential. + +# 501. - Produced Flame [SOL] + + + +# 502. - Psychic Pike [UB] + + + +# 503. - Punisher Battleaxe [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and a Slavestone gave this axe incredible piercing power. + +# 504. - Punisher Battleaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and Slavestone gave this axe incredible piercing power. + +# 505. - Punisher Club [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and Slavestone gave this axe incredible piercing power. + +# 506. - Punisher Greataxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and Slavestone gave this axe incredible piercing power. + +# 507. - Punisher Greatsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and Slavestone gave this axe incredible piercing power. + +# 508. - Punisher Maul [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and Slavestone gave this axe incredible piercing power. + +# 509. - Punisher Warhammer [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. The combination of the best metal and Slavestone gave this axe incredible piercing power. + +# 510. - Purity [SOL] + +Forged by master smith Krzystaff Flinthall, this weapon was enchanted by one of the first priests of Maraike who set foot on Solasta, after the opening of the Rift. + +# 511. - Quarterstaff [SOL] + + + +# 512. - Quarterstaff +1 [SOL] + +This beautiful quarterstaff was crafted by wizards of an old and almost forgotten tradition: the Stonemages. + +# 513. - Quarterstaff +2 [SOL] + +This magical quarterstaff has been enchanted by sylvan wizards using a blood gem. + +# 514. - Quarterstaff +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 515. - Quarterstaff of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 516. - Quarterstaff of Perfection [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 517. - Quarterstaff of Shattering [SOL] + +This magical quarterstaff has been enchanted by sylvan wizards using a blood gem. + +# 518. - Quarterstaff of Smashing [SOL] + +This beautiful quarterstaff was crafted by wizards of an old and almost forgotten tradition: the Stonemages. + +# 519. - Rapier [SOL] + + + +# 520. - Rapier [SOL] + + + +# 521. - Rapier +1 [SOL] + +A beautifully crafted blade, very popular on the ships that sail around the Southern Islands. + +# 522. - Rapier +2 [SOL] + +A masterpiece from Griff Blackheart, renowned for his deadly rapiers. + +# 523. - Rapier +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 524. - Rapier of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 525. - Rapier of Harmony [SOL] + +An enchanted rapier that dates back to the Manacalon era. The blade quivers inside the body when it strikes, which can cause terrible damage to a foe. + +# 526. - Rapier of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 527. - Rapier of Power [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this Rapier to give champions of the Iron Legions the Strength their elven bodies didn't provide. + +# 528. - Rapier of Sharpness [SOL] + +A masterpiece from Griff Blackheart, renowned for his deadly rapiers. + +# 529. - Ring Mail [SOL] + +This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. + +# 530. - Sandraven Holy Axe [SOL] + +This wonderfully crated axe bears the hallmarks of Tirmarian craftsmen! How it landed among orcish treasure is just another mystery of the Badlands! + +# 531. - Sandraven Holy Axe [SOL] + +This wonderfully crated axe bears the hallmarks of Tirmarian craftsmen! How it landed among orcish treasure is just another mystery of the Badlands! + +# 532. - Scale Armor +1 [SOL] + +This armor was used by scouts in the Manacalon army. It probably belonged to a noble soldier and is imbued with magic, providing additional defense. + +# 533. - Scale Armor of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 534. - Scale Armor of Frost Walking [SOL] + +This enchanted armor was forged using the ancient knowledge of Manacalon's master armorers. Lestoreth Steelarm crafted the first armor of this kind for the Iron Legions on their march into the Frozen North. + +# 535. - Scale Armor of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 536. - Scale Armor of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its design was an early work of Ildurial Stronghand to better protect Imperial shock troops. + +# 537. - Scale Mail [SOL] + +This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. + +# 538. - Scale Mail +2 [SOL] + +This armor was used by scouts in the Manacalon army. It probably belonged to a noble soldier and is imbued with magic, providing additional defense. + +# 539. - Scale Mail +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 540. - Scale Mail of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 541. - Scale Mail of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 542. - Scale Mail of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 543. - Scale Mail of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 544. - Scale Mail of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 545. - Scale Mail of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 546. - Scavenger Ranger Outfit [SOL] + +A simple outfit of leather, linen, and wool, showing signs of old age and dirt. + +# 547. - Scavenger Scout Outfit [SOL] + +A simple outfit of leather, linen, and wool, showing signs of old age and dirt. + +# 548. - Scholar's Clothing [SOL] + +An elegant outfit of fine fabric, with rich decoration. + +# 549. - Scimitar [SOL] + + + +# 550. - Scimitar [SOL] + + + +# 551. - Scimitar +1 [SOL] + +This weapon was forged on Tirmar and was the trademark of the spies of the Inquisition during the dark ages. + +# 552. - Scimitar +2 [SOL] + +This weapon was forged on Tirmar and was the trademark of the spies of the Inquisition during the dark ages. + +# 553. - Scimitar +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 554. - Scimitar of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 555. - Scimitar of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 556. - Scimitar of Sharpness [SOL] + +Wielding this magic scimitar in battle blurs the line between dance and combat. + +# 557. - Scimitar of Speed [SOL] + +Wielding this magic scimitar in battle blurs the line between dance and combat. + +# 558. - Scimitar of the Anfarels [SOL] + +This unique weapon is an Anfarel family treasure. A powerful relic able to inflict terrible wounds. Simply wielding it makes the user seem like a different person. + +# 559. - Shadow Blade [UB] + +A dagger of solidified gloom. + +# 560. - Shield [SOL] + +A shield is made of wood or metal and is carried in one hand. You can only benefit from one shield at a time. + +# 561. - Shield [SOL] + +A shield is made of wood or metal and is carried in one hand. You can only benefit from one shield at a time. + +# 562. - Shield +1 [SOL] + +A light and sturdy magical shield, used by Manacalon Imperial shock troops. + +# 563. - Shield +2 [SOL] + +A powerful magical shield used by the Tirmarian Golden Cavalry at the time of the Cataclysm. + +# 564. - Shield +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser ones failing to do so in their lifetime. This shield is proof of one's success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 565. - Shield of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 566. - Shield of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 567. - Shield of Fortitude [SOL] + +This incredible shield was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality materials and ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 568. - Shield of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 569. - Shield of Robustness [SOL] + +A masterwork shield layered with intricate protective runes. + +# 570. - Shield of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 571. - Shield of Sturdiness [SOL] + +A well-crafted shield imbued with defensive magic to reinforce its durability. + +# 572. - Shield of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 573. - Shield of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 574. - Shortbow [SOL] + + + +# 575. - Shortbow [SOL] + + + +# 576. - Shortbow +2 [SOL] + +A classic weapon from the workshops of Defineth Sharpsight, a renowned sylvan elf enchanter. + +# 577. - Shortbow +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 578. - Shortbow of Accuracy [SOL] + +This enchanted weapon was created using the ancient knowledge of Colthannin's master bowyers. Its original design bore the sigil of Defineth Sharpsight, a renowned sylvan elf enchanter. + +# 579. - Shortbow of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 580. - Shortbow of Sharpshooting [SOL] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. The Coedymwarth preferred to deal with Manacalon's arcanists physically rather than magically. Its best archers were given those shortbows, the creation of Defineth Sharpsight. + +# 581. - Shortbow+1 [SOL] + +A superbly balanced enchanted shortbow from the Manacalon era, used by the Imperial scout corps. + +# 582. - Shortsword [SOL] + + + +# 583. - Shortsword [SOL] + + + +# 584. - Shortsword +1 [SOL] + +Though it follows the style of Defineth Sharpsight, this is obviously a copy and not a product of the master smith. Still, it's a very good magical weapon. + +# 585. - Shortsword +2 [SOL] + +A typical blade design from Elgador Keenspirit, Magesmith of the Arcaneum. + +# 586. - Shortsword +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 587. - Shortsword of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 588. - Shortsword of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 589. - Shortsword of Sharpness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was the masterful effort of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 590. - Skullcleaver [SOL] + +Made before the Cataclysm by dwarven mountain mages whose secrets have since been long lost, this typically dwarven battle axe displays runes that clearly state that it was made to fight giants. + +# 591. - Sorcerer Armor of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 592. - Sorcerer Armor of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 593. - Sorcerer Armor of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 594. - Sorcerer Armor of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 595. - Sorcerer Armor of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 596. - Sorcerer Armor of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 597. - Sorcerer outfit [SOL] + +A set of clothes typically worn by sorcerers. Does not provide protection. + +# 598. - Souldrinker Battleaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 599. - Souldrinker Club [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 600. - Souldrinker Dagger [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 601. - Souldrinker Dagger [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 602. - Souldrinker Dart [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 603. - Souldrinker Greataxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 604. - Souldrinker Greatsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 605. - Souldrinker Halberd [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 606. - Souldrinker Hand Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 607. - Souldrinker Handaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 608. - Souldrinker Javelin [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 609. - Souldrinker Long Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 610. - Souldrinker Longbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 611. - Souldrinker Longsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 612. - Souldrinker Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 613. - Souldrinker Maul [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 614. - Souldrinker Morningstar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 615. - Souldrinker Pike [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 616. - Souldrinker Quarterstaff [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 617. - Souldrinker Rapier [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 618. - Souldrinker Scimitar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 619. - Souldrinker Shortsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 620. - Souldrinker Spear [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 621. - Souldrinker Warhammer [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 622. - Soulstealer Light Crossbow [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. A favorite of Silent Whisper agents, this weapon was designed by Cylordir Redblade. + +# 623. - Sovereign [SOL] + +This long, fine dagger has been exquisitely crafted and enchanted, following the designs of Manacalon master wizard Exonaïka the Traveler. + +# 624. - Spear [SOL] + + + +# 625. - Spear +1 [SOL] + +A piece of equipment typical for a rich elf of the elite Manacalon infantry. + +# 626. - Spear +2 [SOL] + +Used mostly as a sign of status, this weapon may not have tasted blood during the Manacalon era. + +# 627. - Spear +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 628. - Spear of Acuteness [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 629. - Spear of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 630. - Spear of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 631. - Spear of Sharpness [SOL] + +Used mostly as a sign of status, this weapon may not have tasted blood during the Manacalon era. + +# 632. - Spear of Sharpness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 633. - Staff of Fire [SOL] + +Another creation of Lanathir Goldenfire, no mere trinket but a mighty weapon in the right hands. + +# 634. - Staff of Healing [SOL] + +Life priests of Maraike often expend their last strength imbuing a staff of healing, so that life springs eternal. + +# 635. - Staff of Metis [SOL] + +It is said that the sapphire adorning the Staff of Metis was found inside the acacia tree that was used to carve it, and that it has the power to shield its holder from thunderstorms and other natural disasters. + +# 636. - Staff of Swarming Insects [SOL] + +Staves of this kind allow their wielder to guide and control insects. + +# 637. - Storm Hand Crossbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 638. - Storm Shortbow [UB] + +This enchanted weapon was forged using the ancient knowledge of Colthannin's master bowyers. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 639. - Stormbinder Warhammer [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stormforge, the first dwarven smith to harness the power of the storm in a weapon - to devastating effect! + +# 640. - Stormblade Battleaxe [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 641. - Stormblade Club [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 642. - Stormblade Dagger [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 643. - Stormblade Greataxe [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stormforge, the first dwarven smith to harness the power of the storm in a weapon - to devastating effect! + +# 644. - Stormblade Halberd [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 645. - Stormblade Long Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 646. - Stormblade Longsword [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stormforge, the first dwarven smith to harness the power of the storm in a weapon - to devastating effect! + +# 647. - Stormblade Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 648. - Stormblade Maul [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 649. - Stormblade Morningstar [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 650. - Stormblade Pike [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 651. - Stormblade Quarterstaff [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 652. - Stormblade Rapier [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 653. - Stormblade Scimitar [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 654. - Stormblade Shortsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 655. - Stormblade Warhammer [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Galar Stromforge, the first dwarven smith to harness the power of storm in a weapon to devastating effect! + +# 656. - Stormbow [SOL] + +This enchanted weapon was created using the ancient knowledge of Colthannin's master bowyers. It was designed by Galar Stormforge, the first dwarven smith to harness the power of the storm in a weapon - to devastating effect! + +# 657. - Strange Primed Shortsword [SOL] + +This is a typical Primed item from the Manacalon era, except that this shortsword bears strange runes that are not elvish in style. + +# 658. - Studded Armor +3 [SOL] + +Most dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to do so in their lifetime. This armor is proof of singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 659. - Studded Armor of Leadership [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. This armor was strongly favored by leaders all over the Old Empire. + +# 660. - Studded Armor of Survival [SOL] + +This enchanted armor was created using the ancient knowledge of Colthannin's master armorers. Medreth Sharpeye designed this garment to protect Coedymwarth scouts against Imperial magic. + +# 661. - Studded Armor of the Black Marsh [SOL] + +A unique artifact which once belonged to a long-forgotten tribe, this armor not only provides excellent protection but also knowledge on how to survive in the wild. Its wearer is also granted the power to call for nature's help through various spells. + +# 662. - Studded Leather [SOL] + +Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. + +# 663. - Studded Leather [SOL] + +Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. + +# 664. - Studded Leather +1 [SOL] + +A beautiful, magically imbued studded leather armor. + +# 665. - Studded Leather +2 [SOL] + +A masterpiece of enchantment, providing superior protection thanks to magic. + +# 666. - Studded Leather of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 667. - Studded Leather of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 668. - Studded Leather of Fortitude [SOL] + +This incredible armor was created using the combined knowledge of the Snow Alliance's master armorers. Enchanted with the utmost care and the highest quality ingredients, its multiple layers of defensive magic can deflect even the hardest of blows. + +# 669. - Studded Leather of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 670. - Studded Leather of Robustness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. This armor was strongly favored by leaders all over the Old Empire. + +# 671. - Studded Leather of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 672. - Studded Leather of Sturdiness [SOL] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. This armor was strongly favored by leaders all over the Old Empire. + +# 673. - Studded Leather of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 674. - Studded Leather of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 675. - Sudden Death [SOL] + +Forged and enchanted by master smith Krzystaff Flinthall, this dagger was designed as a secondary weapon for troll hunters of the northern lands of the Snow Alliance. + +# 676. - Sunstar [SOL] + +This enchanted mace was created by the priests of Maraike, to fight undead and fiends. + +# 677. - Sylvan Armor [SOL] + +Eirollimon Apasseich helped design this armor to support his students in their endeavors as Greenmages protecting the borders of Colthannin. + +# 678. - Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 679. - Tabard [SOL] + +Legacy Council Tabard + +# 680. - Telema Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 681. - Thunder Gauntlet [UB] + + + +# 682. - Thundering Long Mace [UB] + + + +# 683. - Truth [SOL] + +This magic shortbow was crafted by the priestesses of Pakri and strengthened with enchantments against aberrations and monstrosities. + +# 684. - Unity [SOL] + +This enchanted longsword was forged by the priests of Arun to fight constructs and elementals. + +# 685. - Valkarokkopun Tabard [SOL] + +A decorative vestment showing the armories of one's family, clan, or kingdom. + +# 686. - Vestment of the Primal Oak [SOL] + +Druidical enchantments give this leather armor +2 to AC, proficiency in Nature, and +2 to skill checks. + +# 687. - Warden Dagger [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 688. - Warden Halberd [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 689. - Warden Long Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 690. - Warden Mace [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 691. - Warden Morningstar [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 692. - Warden Pike [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 693. - Warden Quarterstaff [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 694. - Warden Rapier [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 695. - Warden Scimitar [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 696. - Warden Shortsword [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Strongarm, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 697. - Wardenblade [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. It was designed by Ildurial Stronghand, a famous Manacalon bladesmith. The first such blade, the Manacalon Warden, was offered to the commander of the Euraidd. + +# 698. - Warhammer [SOL] + + + +# 699. - Warhammer +1 [SOL] + +A typical weapon forged by the dwarven smiths of the Snow Alliance. + +# 700. - Warhammer +2 [SOL] + +A light and beautifully crafted warhammer, made by Galar Stormforge, as a prototype for a more powerful weapon. + +# 701. - Warhammer +3 [SOL] + +Most Dwarven smiths dedicate their lives to the pursuit of crafting their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages. + +# 702. - Warhammer of Acuteness [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 703. - Warhammer of Perfection [SOL] + +This powerful weapon was created using the combined knowledge of the Snow Alliance's master smiths. Enchanted with the utmost care and using the highest quality materials and ingredients, it feels eager to be used, as though bursting with raw magic. + +# 704. - Warhammer of Power [UB] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this Warhammer to give champions of the Iron Legions the Strength their elven bodies didn't provide. + +# 705. - Warhammer of Shattering [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 706. - Warhammer of Smashing [SOL] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Its design was one of the early works of Elgador Keenspirit, Magesmith of the Arcaneum. + +# 707. - Warlock Armor [SOL] + +Leather armor in a style befitting a warlock. + +# 708. - Warlock Armor of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 709. - Warlock Armor of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 710. - Warlock Armor of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 711. - Warlock Armor of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 712. - Warlock Armor of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 713. - Warlock Armor of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 714. - Whiteburn [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps the south of his domain between the Sioltafin and the Scarafin. + +# 715. - Whiteburn Battleaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 716. - Whiteburn Club [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 717. - Whiteburn Dart [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 718. - Whiteburn Greataxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 719. - Whiteburn Greatsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 720. - Whiteburn Halberd [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 721. - Whiteburn Hand Crossbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 722. - Whiteburn Handaxe [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 723. - Whiteburn Heavy Crossbow [SOL] + +This enchanted weapon was forged using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain, between the Sioltafin and the Scarafin. + +# 724. - Whiteburn Javelin [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 725. - Whiteburn Long Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 726. - Whiteburn Longbow [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 727. - Whiteburn Longsword [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 728. - Whiteburn Mace [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 729. - Whiteburn Maul [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 730. - Whiteburn Morningstar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 731. - Whiteburn Pike [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 732. - Whiteburn Quarterstaff [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 733. - Whiteburn Rapier [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 734. - Whiteburn Scimitar [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 735. - Whiteburn Spear [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 736. - Whiteburn Warhammer [UB] + +This enchanted weapon was created using the ancient knowledge of Manacalon's master smiths. Whiteburn was created by the first Danantar to fight a troll invasion coming from the swamps to the south of his domain between the Sioltafin and the Scarafin. + +# 737. - Wizard Clothes of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 738. - Wizard Clothes of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 739. - Wizard Clothes of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 740. - Wizard Clothes of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 741. - Wizard Clothes of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 742. - Wizard Clothes of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 743. - Wooden Shield [SOL] + +A simple shield without any metallic parts. + +# 744. - Wooden Shield of Deflection [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 745. - Wooden Shield of Flame Dancing [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 746. - Wooden Shield of Frost Walking [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 747. - Wooden Shield of Robustness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 748. - Wooden Shield of Sturdiness [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + +# 749. - Wooden Shield of Survival [UB] + +This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Ildurial Stronghand forged the first of those armors for the Emperor's personal guard. + + diff --git a/Diagnostics/Documentation/Maneuvers.md b/Diagnostics/Documentation/Maneuvers.md new file mode 100644 index 0000000000..d062eda807 --- /dev/null +++ b/Diagnostics/Documentation/Maneuvers.md @@ -0,0 +1,81 @@ +# 1. - Aimed Attack [UB] + +The next weapon or unarmed attack you make before your turn ends will use your bonus action and spend a superiority die to roll the attack with advantage. If the attack hits, it will deal additional damage equal to the superiority die roll. + +# 2. - Bait and Switch [UB] + +You can use your bonus action to expend a superiority die and 5ft of your movement to switch places with a creature. If used on an ally, you switch places with the ally and can choose to either increase your own AC or your ally's by an amount equal to one roll of your superiority die until the start of your next turn. If used on an enemy, they must pass a Dexterity saving throw or switch places with you and be unable to make opportunity attacks until the end of your turn. + +# 3. - Brace [UB] + +When a creature enters reach of your melee weapon, you can use reaction and spend a superiority die to make an attack of opportunity against them with a weapon or unarmed attack. If the attack hits, you deal additional damage equal to the superiority die roll. + +# 4. - Commander's Strike [UB] + +You can forgo one of your main action attacks to instruct an ally to strike. When you do so, expend one superiority die, choose an ally (other than yourself) and an enemy. Both creatures must be within 30 feet of you. The chosen ally can immediately use its reaction to make an opportunity attack against the targeted enemy with their equipped weapon or an unarmed attack, adding the superiority die to the attack's damage roll on a hit. + +# 5. - Debilitating Strike [UB] + +The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and make the creature roll all saving throws and ability checks with disadvantage until the end of your next turn if it fails Constitution saving throw against your Maneuver DC. + +# 6. - Distracting Strike [UB] + +The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and distract the target, granting the next attack roll against the target by an attacker other than you advantage if the attack is made before the end of your next turn. + +# 7. - Evasive Footwork [UB] + +You can expend one superiority die as a free action, rolling the die and adding the number rolled to your AC until the end of your turn. + +# 8. - Goading Attack [UB] + +The next melee weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and taunt the creature until the start of your next turn. A creature taunted by you has disadvantage on any attack roll that doesn't target you. This effect ends early if another ally taunts the creature or if you are ever more than 5 feet away from the creature. + +# 9. - Lunging Attack [UB] + +You can spend a superiority die as a free action to increase the reach of your melee attacks by 5ft until the end of your turn. In addition, the next weapon or unarmed attack that hits a creature before your turn ends will deal additional damage equal to the superiority die roll. + +# 10. - Maneuvering Attack [UB] + +The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and maneuver one of your allies into a more advantageous position. Target an ally within 30 feet of you that isn't restrained or incapacitated. That ally can use its reaction to move up to half its speed without provoking opportunity attacks. + +# 11. - Menacing Attack [UB] + +The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and cause it to be frightened until the end of your next turn if it fails Wisdom saving throw against your Maneuver DC. + +# 12. - Parry [UB] + +When you are about to be hit by a melee attack, you can use your reaction and spend a superiority die to reduce the damage of the incoming hit by one roll of superiority die + double your proficiency bonus. + +# 13. - Precision Attack [UB] + +If your weapon or unarmed attack misses by less than the maximum roll of your superiority die, you can spend a superiority die to add it to the attack roll, potentially causing the attack to hit instead. + +# 14. - Pushing Attack [UB] + +The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll, knocking the creature away 15 feet if it fails Strength saving throw against your Maneuver DC. + +# 15. - Quick Toss [UB] + +As a bonus action, you can expend one superiority die and make a ranged attack with a concealed dagger. If you hit, you deal 1d4 + superiority die + Strength or Dexterity modifier, whichever is higher as piercing damage. + +# 16. - Rally [UB] + +You can use your bonus action and spend a superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence, Wisdom or Charisma modifier, whichever is higher. + +# 17. - Return Fire [UB] + +When a creature misses their attack against you and is more than 5ft away from you, you can spend a superiority die and use your reaction to make an attack of opportunity with your equipped ranged weapon against the creature. If the attack hits, you deal additional damage equal to the superiority die roll. + +# 18. - Riposte [UB] + +When a creature misses their attack against you and is within reach of your equipped melee weapon, you can spend a superiority die and use your reaction to make an attack of opportunity with the weapon against them. If the attack hits, you deal additional damage equal to the superiority die roll. + +# 19. - Sweeping Attack [UB] + +You can launch a powerful attack as a part of your main action attack that can damage multiple enemies at once. Expend a superiority die and target two creatures that are within 5ft of each other and within reach of your melee weapon or unarmed strike and make an attack roll for each. If the first target is hit, it takes normal weapon damage, and if the second target is hit, it takes your superiority die + Strength or Dexterity modifier, whichever is higher as damage of the same type as your weapon. + +# 20. - Trip Attack [UB] + +The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and knock it prone if it fails Strength saving throw against your Maneuver DC. + + diff --git a/Diagnostics/Documentation/Metamagic.md b/Diagnostics/Documentation/Metamagic.md new file mode 100644 index 0000000000..80d93a0f0a --- /dev/null +++ b/Diagnostics/Documentation/Metamagic.md @@ -0,0 +1,57 @@ +# 1. - Careful Spell [SOL] + +Allied creatures affected by the spell automatically succeed their saving throw + +# 2. - Distant Spell [SOL] + +Doubles the range of a spell or change the range of a touch spell to 30 feet + +# 3. - Empowered Spell [SOL] + +All damage dice rolls of 1 or 2 are rerolled, keeping the new result + +# 4. - Extended Spell [SOL] + +Doubles the duration of spell lasting 1 minute or more, to a maximum of 24 hours + +# 5. - Focused Spell [UB] + +When you cast a spell that requires concentration, you may spend 1 sorcery point to gain advantage on all Constitution saving throws you make to maintain concentration on it. + +# 6. - Heightened Spell [SOL] + +Can force a creature to roll the saving throw with disadvantage + +# 7. - Powerful Spell [UB] + +You can spend 1 sorcery point per spell level to increase the number of damage dice by 1. + +# 8. - Quickened Spell [SOL] + +Can cast a main action spell with a bonus action instead, though you can't cast another spell during the same turn, except for cantrips. + +# 9. - *Seeking Spell* © [UB] + +If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. + +# 10. - Shared Spell [UB] + +When you cast a spell targeting yourself you can spend 1 sorcery point to instead affect an ally within 30 ft. Or you can spend 3 sorcery points to affect both yourself and ally in 30ft. + +# 11. - Subtle Spell [SOL] + +When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. This is useful to avoid a counterspell from a hostile spellcaster. + +# 12. - *Transmuted Spell* © [UB] + +When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. + +# 13. - Twinned Spell [SOL] + +If the source spell targets one creature only, this adds another target + +# 14. - Widened Spell [UB] + +You can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a cone, cube, cylinder or sphere area of effect increase in dimension, to the nearest 5-foot increment. + + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersAberration.md b/Diagnostics/Documentation/Monsters/SolastaMonstersAberration.md new file mode 100644 index 0000000000..8cc6393006 --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersAberration.md @@ -0,0 +1,331 @@ +# 1. - Dren Ice-Eye + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Walk 6 +* Second Wind +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatsword | 1 | 5 | 1 | +| Heavy Crossbow | 1 | 2 | 1 | +# 2. - Mutant Tiger Drake + +A hybrid of the Tiger Drake and other monsters from the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 14 | 04 | 12 | 08 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 6 | 1 | +# 3. - Mutant Troll + +This mutant is clearly different from normal trolls, and almost certainly more dangerous. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 12 D10 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 13 | 21 | 07 | 09 | 07 | + +*Features:* +* Keen Smell +* Walk 6 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 9 | 1 | +| Claws | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +# 4. - Mutated Bear + +This Badlands Bear has been intentionally modified with magic, making it more brutal and dangerous than it used to be. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 12 | 20 | 06 | 06 | 10 | + +*Features:* +* Keen Smell +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Walk 8 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +# 5. - Mutated Bear + +This Badlands Bear has been intentionally modified with magic, making it more brutal and dangerous than it used to be. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 12 | 20 | 06 | 06 | 10 | + +*Features:* +* Keen Smell +* Walk 8 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +# 6. - Mutated Bulette + +This bulette is another hybrid born out of the hideous experiments at the secret facility - and, of course, it's even worse than a normal bulette. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 15 D10 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 15 | 21 | 02 | 10 | 05 | + +*Features:* +* Condition Affinity Blindness Immunity +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 8 +* Deadly Leap +* Advantage on saving throws against spells +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 11 | 1 | +# 7. - Mutated Dryad + +This dryad seems to have undergone monstrous mutations. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 13 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 15 | 15 | 14 | 14 | 16 | + +*Features:* +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Walk 7 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 4 | 1 | +| Poisonous Spine | 1 | 4 | 1 | +# 8. - Mutated Giant Ape + +A mutated version of the giant ape, incredibly powerful and able to regenerate. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 17 D12 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 14 | 20 | 07 | 12 | 07 | + +*Features:* +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Walk 8 +* Slam +* Regeneration +* Saving Throw Affinity Condition Resisting +* Advantage on saving throws against spells +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 2 | 10 | 1 | +| Rock | 1 | 10 | 5 | +# 9. - Mutated Giant Ape + +A mutated version of the giant ape, incredibly powerful and able to regenerate. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 04 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 14 | 06 | 12 | 07 | + +*Features:* +* Walk 7 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 1 | 5 | 1 | +| Rock | 1 | 5 | 5 | +# 10. - Oni + +NotUsed_DoNotTranslate + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 13 D10 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 11 | 16 | 04 | 12 | 15 | + +*Features:* +* Condition Affinity Prone Immunity +* Fly 6 +* Walk 6 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 1 | 7 | 1 | +| Greatclub | 1 | 7 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersBeast.md b/Diagnostics/Documentation/Monsters/SolastaMonstersBeast.md new file mode 100644 index 0000000000..6389276c95 --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersBeast.md @@ -0,0 +1,1005 @@ +# 1. - Badlands Ape + +A very large ape, made more dangerous by generations of living in the Badlands. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 04 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 14 | 06 | 12 | 07 | + +*Features:* +* Walk 7 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 1 | 6 | 1 | +| Rock | 1 | 6 | 5 | +# 2. - Badlands Bear + +Another beast that was horribly mutated by the magic of the Badlands over generations, and resulted in a monstrosity. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 08 D12 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 10 | 22 | 02 | 12 | 07 | + +*Features:* +* Keen Smell +* Condition Affinity Frightened Immunity +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +# 3. - Badlands Bear + +Another beast that was horribly mutated by the magic of the Badlands over generations, and resulted in a monstrosity. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 08 D12 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 10 | 22 | 02 | 12 | 07 | + +*Features:* +* Keen Smell +* Condition Affinity Frightened Immunity +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +# 4. - Badlands Eagle + +A giant eagle, corrupted by the magical fluxes of the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 04 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 17 | 13 | 08 | 14 | 10 | + +*Features:* +* Keen Sight +* Condition Affinity Prone Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 2 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 5 | 1 | +| Talons | 1 | 5 | 1 | +# 5. - Badlands Eagle + +A giant eagle, corrupted by the magical fluxes of the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D6 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 20 | 13 | 08 | 14 | 10 | + +*Features:* +* Keen Sight +* Condition Affinity Prone Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 2 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 7 | 1 | +| Talons | 1 | 7 | 1 | +# 6. - Badlands Spider + +Larger than your usual house spider, this creature is quite dangerous. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 03 D6 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 18 | 10 | 02 | 11 | 04 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +# 7. - Badlands Spider + +Larger than your usual house spider, this creature is quite dangerous. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 18 | 10 | 02 | 11 | 04 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 6 | 1 | +# 8. - Black Bear + +A dangerous beast, commonly encounted in caves and forests. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 10 | 14 | 02 | 12 | 07 | + +*Features:* +* Keen Smell +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 4 | 1 | +| Claws | 1 | 4 | 1 | +# 9. - Black Bear + +A dangerous beast, commonly encounted in caves and forests. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 10 | 14 | 02 | 12 | 07 | + +*Features:* +* Keen Smell +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 4 | 1 | +| Claws | 1 | 4 | 1 | +# 10. - Brimstone Viper + +A winged snake found in the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Tiny* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 02 D4 | 00.1 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 04 | 18 | 11 | 02 | 12 | 05 | + +*Features:* +* Combat Affinity Flyby +* Condition Affinity Prone Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 6 | 1 | +# 11. - Brown Bear + +A savage beast, commonly met everywhere in the known world. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 04 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 10 | 16 | 02 | 13 | 07 | + +*Features:* +* Keen Smell +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +| Claws | 1 | 5 | 1 | +# 12. - Brown Bear + +A savage beast, commonly met everywhere in the known world. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 04 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 10 | 16 | 02 | 13 | 07 | + +*Features:* +* Keen Smell +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +| Claws | 1 | 6 | 1 | +# 13. - Deep Spider + +Very large spiders, they live in the depths of the Badlands and are sensitive to light. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 04 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 12 | 02 | 11 | 04 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Light Sensitive - Bright +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Darkvision +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +| Poison Web | 1 | 5 | 1 | +# 14. - Deep Spider + +Very large spiders, they live in the depths of the Badlands and are sensitive to light. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 04 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 12 | 02 | 11 | 04 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Light Sensitive - Bright +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Darkvision +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +| Poison Web | 1 | 5 | 1 | +# 15. - Dire Bear + +The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 10 | 16 | 02 | 13 | 07 | + +*Features:* +* Keen Smell +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 16. - Dire Wolf + +A particularly large wolf. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 15 | 15 | 03 | 12 | 07 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Walk 10 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 1 | +# 17. - Dire Wolf + +A particularly large wolf. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 15 | 15 | 03 | 12 | 07 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 10 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 1 | +# 18. - Eagle Matriarch + +A very large eagle found in the Marches. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 03 D6 | 00.1 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 06 | 15 | 10 | 02 | 14 | 07 | + +*Features:* +* Keen Sight +* Condition Affinity Prone Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 2 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Talons | 1 | 4 | 1 | +# 19. - Giant Ape + +This monstrous ape is much larger and tougher than a normal one. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 15 D12 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 14 | 18 | 07 | 12 | 07 | + +*Features:* +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 2 | 9 | 1 | +| Rock | 1 | 9 | 5 | +# 20. - Giant Beetle + +A huge insect from the Badlands. It might have been an ancestor of the dreadful Redeemers. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 06 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 14 | 16 | 06 | 06 | 06 | + +*Features:* +* Condition Affinity Prone Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Burrow 8 +* Walk 6 +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Acid Spray | 1 | 4 | 1 | +| Claws | 1 | 4 | 1 | +# 21. - Giant Beetle + +A huge insect from the Badlands. It might have been an ancestor of the dreadful Redeemers. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 04 D6 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 12 | 14 | 06 | 06 | 06 | + +*Features:* +* Condition Affinity Prone Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Burrow 8 +* Walk 6 +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Acid Spray | 1 | 4 | 1 | +| Claws | 1 | 4 | 1 | +# 22. - Giant Crow + +A huge bird that seems to be aggressive enough to attack human-size threats. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 04 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 17 | 13 | 08 | 14 | 10 | + +*Features:* +* Keen Sight +* Pack Tactics +* Condition Affinity Prone Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 2 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 5 | 1 | +| Talons | 1 | 5 | 1 | +# 23. - Gorilla + +A large, powerful ape, typical of the jungles of the Old Empire. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 14 | 14 | 06 | 12 | 07 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 1 | 5 | 1 | +| Rock | 1 | 5 | 5 | +# 24. - Gorilla + +A large, powerful ape, typical of the jungles of the Old Empire. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 14 | 14 | 06 | 12 | 07 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 1 | 5 | 1 | +| Rock | 1 | 5 | 5 | +# 25. - Gorilla + +A large, powerful ape, typical of the jungles of the Old Empire. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D12 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 15 | 05 | 10 | 05 | + +*Features:* +* Keen Smell +* Walk 7 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 1 | 7 | 1 | +| Rock | 1 | 7 | 1 | +# 26. - Poisonous Snake + +[TEMP] TBD + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Tiny* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 01 D4 | 00.1 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 02 | 16 | 11 | 01 | 10 | 03 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +# 27. - Polar Bear + +A typical beast of the Snow Alliance, this wild animal ferociously attacks whoever roams in his territory. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 21 | 10 | 22 | 06 | 08 | 08 | + +*Features:* +* Keen Smell +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Frightened Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Resistance +* Walk 8 +* Reckless +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 9 | 1 | +| Claws | 1 | 9 | 1 | +# 28. - Starving Wolf + +A wandering wolf, looking skinny and weak, but famished. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 01 D4 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 10 | 12 | 03 | 12 | 06 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* +* +* +* +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 1 | 1 | +# 29. - Tiger Drake + +A large flying snake with terrible poison in its fangs. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 14 | 04 | 12 | 08 | + +*Features:* +* Combat Affinity Flyby +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 6 | 1 | +# 30. - Tiger Drake + +A large flying snake with terrible poison in its fangs. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 14 | 04 | 12 | 08 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 6 | 1 | +# 31. - Tundra Tiger + +A large beast accustomed to the harsh conditions of northern Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D12 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 17 | 06 | 10 | 12 | + +*Features:* +* Keen Smell +* Pack Tactics +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Resistance +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 32. - Tundra Tiger + +A large beast accustomed to the harsh conditions of northern Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D12 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 17 | 06 | 10 | 12 | + +*Features:* +* Keen Smell +* Pack Tactics +* Damage Affinity Cold Resistance +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 8 +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 33. - Wolf + +A typical wild beast from Solasta's grasslands and forests. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 15 | 12 | 03 | 12 | 06 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 4 | 1 | +# 34. - Wolf + +A typical wild beast from Solasta's grasslands and forests. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 15 | 12 | 03 | 12 | 06 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 4 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersCelestial.md b/Diagnostics/Documentation/Monsters/SolastaMonstersCelestial.md new file mode 100644 index 0000000000..f3fdda7e5b --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersCelestial.md @@ -0,0 +1,112 @@ +# 1. - Couatl + +A celestial feathered serpent with wings. + +Alignment: *Lawful Good* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 13 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 20 | 17 | 18 | 20 | 18 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Immunity _except _magical +* Damage Affinity Piercing Immunity _except _magical +* Damage Affinity Psychic Immunity +* Damage Affinity Radiant Resistance +* Damage Affinity Slashing Immunity _except _magical +* Fly 12 +* Walk 6 +* Constrict +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 8 | 1 | +# 2. - Kutkartal + +A celestial eagle. + +Alignment: *Lawful Good* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 20 | 15 | 16 | 20 | 18 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Psychic Immunity +* Damage Affinity Radiant Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 8 +* Increased Reliance +* Normal Vision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 8 | 1 | +| Talons | 1 | 8 | 1 | +# 3. - Melek + +A celestial angel. + +Alignment: *Lawful Good* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 14 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 18 | 20 | 18 | 18 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Radiant Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 8 +* Teleport +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 6 | 1 | +| Mace | 1 | 6 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersConstruct.md b/Diagnostics/Documentation/Monsters/SolastaMonstersConstruct.md new file mode 100644 index 0000000000..da1d3a00cc --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersConstruct.md @@ -0,0 +1,294 @@ +# 1. - Clay Golem + +Golems are constructs created by powerful wizards as guards and servants. They are resistant to magic and to most mundane weapons. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 14 D10 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 09 | 18 | 03 | 08 | 01 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Protected From Evil Charm Immunity +* Damage Affinity Acid Immunity Clay Golem +* Damage Affinity Bludgeoning Immunity _except _magical +* Damage Affinity Piercing Immunity _except _magical +* Damage Affinity Poison Immunity +* Damage Affinity Psychic Immunity +* Damage Affinity Slashing Immunity _except _magical +* Walk 4 +* Haste +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 8 | 1 | +# 2. - Cube of Light + +A weird creature of light and magic of unknown origin. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 17 D10 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 05 | 14 | 16 | 20 | 20 | 18 | + +*Features:* +* Condition Affinity Blindness Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Disease Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Lightning Immunity +* Fly 12 +* Walk 8 +* Advantage on saving throws against spells +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 5 | Flame Strike | Conjures a burning column of fire and radiance affecting all creatures inside. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +# 3. - Ice Golem + +An extremely powerful construct predating the Manacalon Empire, left to roam in the lands of the north. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 23 D10 | 21.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 26 | 10 | 23 | 04 | 08 | 02 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Protected From Evil Charm Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Immunity _except _magical +* Damage Affinity Cold Immunity +* Damage Affinity Piercing Immunity _except _magical +* Damage Affinity Poison Immunity +* Damage Affinity Psychic Immunity +* Damage Affinity Slashing Immunity _except _magical +* Walk 8 +* Icy Breath +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 14 | 1 | +# 4. - Iron Golem + +Golems are constructs created by powerful wizards as guards and servants. They are resistant to magic and to most mundane weapons. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 20 | 20 D10 | 16.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 09 | 20 | 03 | 11 | 01 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Protected From Evil Charm Immunity +* Damage Affinity Bludgeoning Immunity _except _magical +* Damage Affinity Fire Immunity Iron Golem +* Damage Affinity Piercing Immunity _except _magical +* Damage Affinity Poison Immunity +* Damage Affinity Psychic Immunity +* Damage Affinity Slashing Immunity _except _magical +* Walk 6 +* Poison Breath +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 13 | 1 | +# 5. - None + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 11 | 16 | 06 | 11 | 07 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Poison Immunity +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +# 6. - Stone Golem + +Golems are constructs created by powerful wizards as guards and servants. They are resistant to magic and to most mundane weapons. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 17 D10 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 09 | 20 | 03 | 11 | 01 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Protected From Evil Charm Immunity +* Damage Affinity Bludgeoning Immunity _except _magical +* Damage Affinity Piercing Immunity _except _magical +* Damage Affinity Poison Immunity +* Damage Affinity Psychic Immunity +* Damage Affinity Slashing Immunity _except _magical +* Walk 6 +* Slow +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 10 | 1 | +# 7. - Stone Golem + +Golems are constructs created by powerful wizards as guards and servants. They are resistant to magic and to most mundane weapons. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 17 D10 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 09 | 20 | 03 | 11 | 01 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Protected From Evil Charm Immunity +* Damage Affinity Bludgeoning Immunity _except _magical +* Damage Affinity Piercing Immunity _except _magical +* Damage Affinity Poison Immunity +* Damage Affinity Psychic Immunity +* Damage Affinity Slashing Immunity _except _magical +* Walk 6 +* Slow +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 10 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersDragon.md b/Diagnostics/Documentation/Monsters/SolastaMonstersDragon.md new file mode 100644 index 0000000000..04caa0dd0e --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersDragon.md @@ -0,0 +1,612 @@ +# 1. - A Large White Dragon + +A large and fearsome White Dragon. Who knows how old it is? + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 16 D12 | 13.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 10 | 22 | 08 | 12 | 12 | + +*Features:* +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Fly 12 +* Walk 8 +* Frost Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Freezing Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 2. - Black Dragon + +It looks like this Black Dragon is actually Mardracht, the Master of Necromancy of the Manacalon Arcaneum! + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 17 D12 | 14.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 14 | 21 | 14 | 13 | 17 | + +*Features:* +* Condition Affinity Frightened Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Acid Immunity +* Fly 12 +* Walk 8 +* Acid Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Acid Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 3. - Gold Dragon + +It looks like this Gold Dragon is actually Adrasteia, the Master of Abjuration of the Manacalon Arcaneum! + +Alignment: *Lawful Good* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 19 D12 | 17.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 14 | 25 | 16 | 15 | 24 | + +*Features:* +* Condition Affinity Frightened Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Fire Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Fire Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 4. - Green Dragon + +This dragon seems to be the master of conjuration of the old Imperial Arcaneum! + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Poison Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 5. - Green Dragon + +This dragon seems to be the master of conjuration of the old Imperial Arcaneum! + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 6. - Green Dragon + +This dragon seems to be the master of conjuration of the old Imperial Arcaneum! + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 8 +* Walk 6 +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Tail | 1 | 11 | 1 | +# 7. - Green Feral Dragon + +Degenerate dragons born from eggs corrupted during the Cataclysm or born without parents, feral dragons are aggressive and much less intelligent and powerful than healthy ones. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 08 | 10 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Poison Breath +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 10 | 1 | +| Claws | 1 | 10 | 1 | +| Claws | 1 | 10 | 1 | +# 8. - Red Feral Dragon + +Degenerate dragons born from eggs corrupted during the Cataclysm or born without parents, feral dragons are aggressive and much less intelligent and powerful than healthy ones. + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 17 D10 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 10 | 21 | 08 | 10 | 19 | + +*Features:* +* Condition Affinity Prone Immunity +* Damage Affinity Fire Immunity +* Fly 12 +* Walk 8 +* Fire Breath +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 10 | 1 | +| Claws | 1 | 10 | 1 | +| Claws | 1 | 10 | 1 | +# 9. - Spectral Dragon + +A dragon trapped in undead form, its mind shattered with anger and hatred. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 20 D20 | 18.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 12 | 25 | 20 | 17 | 19 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Acid Immunity +* Damage Affinity Necrotic Immunity +* Damage Affinity Poison Immunity +* Fly 18 +* Walk 8 +* Acid Breath +* Frightful Presence +* Normal Vision +* Superior Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 15 | 1 | +| Claws | 1 | 15 | 1 | +| Claws | 1 | 15 | 1 | +# 10. - Spectral Dragon + +A dragon trapped in undead form, its mind shattered with anger and hatred. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 20 D20 | 18.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 12 | 25 | 20 | 17 | 19 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Acid Immunity +* Damage Affinity Necrotic Immunity +* Damage Affinity Poison Immunity +* Fly 18 +* Walk 8 +* Acid Breath +* Frightful Presence +* Normal Vision +* Superior Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 15 | 1 | +| Claws | 1 | 15 | 1 | +| Claws | 1 | 15 | 1 | +# 11. - The Magister + + +Alignment: *Lawful Neutral* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Poison Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 12. - The Magister + + +Alignment: *Lawful Neutral* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Poison Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 13. - The Magister + + +Alignment: *Lawful Neutral* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Poison Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 14. - The Magister + + +Alignment: *Lawful Neutral* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D12 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 12 | 21 | 18 | 15 | 17 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Poison Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 15. - White Dragon + +White dragons are typical feral dragons of the north, living in frozen lands and feeding on all living things. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 16 D12 | 13.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 10 | 22 | 08 | 12 | 12 | + +*Features:* +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Fly 12 +* Walk 8 +* Frost Breath +* Frightful Presence +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Freezing Bite | 2 | 11 | 1 | +| Claws | 1 | 11 | 1 | +| Claws | 1 | 11 | 1 | +# 16. - Young Black Dragon + +A smaller dragon, degenerated by the chaotic magic of the badlands. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 15 D10 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 14 | 17 | 12 | 11 | 15 | + +*Features:* +* Condition Affinity Prone Immunity +* Damage Affinity Acid Immunity +* Fly 12 +* Walk 8 +* Acid Breath +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Acid Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 17. - Young Green Dragon + +A smaller dragon, degenerated by the chaotic magic of the badlands. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 16 D10 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 12 | 17 | 16 | 13 | 15 | + +*Features:* +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 8 +* Poison Breath +* Blindsight +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersElemental.md b/Diagnostics/Documentation/Monsters/SolastaMonstersElemental.md new file mode 100644 index 0000000000..d586f748e6 --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersElemental.md @@ -0,0 +1,589 @@ +# 1. - Air Elemental + +A flying current of whirling air animated by magical elemental forces. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 20 | 14 | 06 | 10 | 06 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 10 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 8 | 1 | +# 2. - Air Elemental + +A flying current of whirling air animated by magical elemental forces. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 20 | 14 | 06 | 10 | 06 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 10 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 8 | 1 | +# 3. - Earth Elemental + +A bulky stone creature animated by magical elemental forces. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 08 | 20 | 05 | 10 | 05 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Vulnerability +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 8 | 1 | +# 4. - Earth Elemental + +A bulky stone creature animated by magical elemental forces. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 08 | 20 | 05 | 10 | 05 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Vulnerability +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 8 | 1 | +# 5. - Fire Elemental + +A creature of pure fire, animated by magical elemental forces. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 17 | 16 | 06 | 10 | 07 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Fire Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Feature/&LightSourceFireElementalTitle +* Fly 6 +* Walk 10 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Burning Touch | 1 | 6 | 1 | +# 6. - Fire Elemental + +A creature of pure fire, animated by magical elemental forces. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 17 | 16 | 06 | 10 | 07 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Fire Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Feature/&LightSourceFireElementalTitle +* Fly 6 +* Walk 10 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Burning Touch | 1 | 6 | 1 | +# 7. - Fire Jester + +A small fire elemental that likes to burn stuff. + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 05 D6 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 12 | 16 | 08 | 10 | 10 | + +*Features:* +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Cold Vulnerability +* Damage Affinity Fire Immunity +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Fire Bolt | 1 | 4 | 1 | +| Burning Touch | 1 | 3 | 1 | +# 8. - Fire Osprey + +A bat-shaped fire elemental, only encountered in the depths of the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 07 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 18 | 16 | 06 | 10 | 08 | + +*Features:* +* Combat Affinity Flyby +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Fire Immunity +* Damage Affinity Poison Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Blast +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Burning Touch | 1 | 6 | 1 | +# 9. - Fire Spider + +A giant spider fused with a small fire elemental by the weird magical influence of the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 09 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 18 | 12 | 02 | 11 | 04 | + +*Features:* +* Action Affinity Nimble Escape +* Condition Affinity Grappled Immunity +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Cold Vulnerability +* Damage Affinity Fire Immunity +* Damage Affinity Poison Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Burning Touch | 1 | 5 | 1 | +| Fire Spit | 1 | 5 | 1 | +# 10. - Gargoyle + +[TEMP] TBD + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 11 | 16 | 06 | 11 | 07 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Poison Immunity +* Fly 12 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 4 | 1 | +| Claws | 1 | 4 | 1 | +# 11. - Ice Elemental + +A creature of pure ice, animated by magical forces that also sustain its extremely cold temperature. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 18 | 16 | 06 | 10 | 06 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Vulnerability +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 6 +* Walk 6 +* Heart of Winter +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 6 | 1 | +# 12. - Ice Elemental + +A creature of pure ice, animated by magical forces that also sustain its extremely cold temperature. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 18 | 16 | 06 | 10 | 06 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Vulnerability +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 6 +* Walk 6 +* Heart of Winter +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 6 | 1 | +# 13. - Invisible Stalker + +An elemental that can be summoned to serve a master, often in order to kill someone. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 16 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 19 | 14 | 10 | 15 | 11 | + +*Features:* +* Invisibility +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance Except Silver +* Fly 10 +* Walk 10 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 6 | 1 | +# 14. - Skarn Ghoul + +A small earth elemental made of skarn rock that can slam your feet until they hurt. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 06 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 17 | 03 | 10 | 08 | + +*Features:* +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Fire Vulnerability +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 1 | +| Pebble | 1 | 5 | 1 | +# 15. - Wind Snake + +A small air elemental that can freeze you to death. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 14 | 16 | 06 | 11 | 07 | + +*Features:* +* Pack Tactics +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Condition Affinity Unconscious Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 8 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Freeze | 1 | 4 | 1 | +| Ray of Frost | 1 | 4 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersFey.md b/Diagnostics/Documentation/Monsters/SolastaMonstersFey.md new file mode 100644 index 0000000000..4df9a8e3f1 --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersFey.md @@ -0,0 +1,428 @@ +# 1. - Badlands Dryad + +A strange and powerful dryad, probably modified by the chaotic magic of the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 07 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 12 | 14 | 14 | 18 | + +*Features:* +* Damage Affinity Cold Resistance +* Walk 6 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 6 | 1 | +# 2. - Badlands Dryad + +A strange and powerful dryad, probably modified by the chaotic magic of the Badlands. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 07 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 12 | 14 | 14 | 18 | + +*Features:* +* Damage Affinity Cold Resistance +* Walk 6 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 6 | 1 | +# 3. - Dryad + +A fey typical of the forests and jungles of Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 12 | 11 | 14 | 15 | 18 | + +*Features:* +* Walk 6 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 2 | Barkskin | Gives you or an ally you can touch an AC of at least 16. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 6 | 1 | +# 4. - Dryad + +A fey typical of the forests and jungles of Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 12 | 11 | 14 | 15 | 18 | + +*Features:* +* Walk 6 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 2 | Barkskin | Gives you or an ally you can touch an AC of at least 16. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 6 | 1 | +# 5. - Dryad + +A fey typical of the forests and jungles of Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 12 | 11 | 14 | 15 | 18 | + +*Features:* +* Walk 6 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 2 | Barkskin | Gives you or an ally you can touch an AC of at least 16. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 6 | 1 | +# 6. - Dryad Queen + +A large and powerful dryad, who seems to lead a pack of lesser dryads. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 13 D8 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 14 | 14 | 16 | 18 | 20 | + +*Features:* +* Walk 6 +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 1 | Healing Word | Heal an ally you can see. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 4 | Confusion | Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. | +| 5 | Insect Plague | Summons a sphere of biting insects. | +| 6 | Harm | Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shillelagh | 1 | 8 | 1 | +| Poisonous Spine | 1 | 5 | 1 | +# 7. - Fey Ape + +An enormous and powerful ape, found only in the deepest and most ancient forests of Solasta. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 21 | 14 | 20 | 04 | 10 | 08 | + +*Features:* +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Punch | 2 | 8 | 1 | +| Rock | 1 | 8 | 5 | +# 8. - Fey Bear + +An old and powerful bear, found only in the deepest and most ancient forests of Solasta. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 10 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 10 | 22 | 02 | 12 | 07 | + +*Features:* +* Keen Smell +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +# 9. - Fey Eagle + +An enormous and powerful eagle, found only in the deepest and most ancient forests of Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 11 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 22 | 12 | 10 | 10 | 10 | + +*Features:* +* Keen Sight +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 2 +* Advantage on saving throws against spells +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 9 | 1 | +| Talons | 1 | 9 | 1 | +# 10. - Fey Wolf + +An enormous and powerful wolf, found only in the deepest and most ancient forests of Solasta. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 06 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 14 | 09 | 13 | 11 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 10 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +# 11. - Green Hag + +A fey witch who can change her appearance and vanish into the darkness of the night. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 11 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 10 | 14 | 18 | 12 | 18 | + +*Features:* +* Walk 6 +* Invisibility +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 6 | 1 | +# 12. - Swamp Hag + +A degenerate fey who learned the arts of arcane magic in the darkness of the swamps. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 11 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 14 | 18 | 12 | 18 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Slashing Resistance Except Silver +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Sleep | Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Call Lightning | Conjures a storm cloud from which you can call a vertical bolt of lightning to strike targets, dealing 3D10 lightning damage. Another bolt can be repeated every turn by using an action. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 5 | Cloudkill | Creates an obscuring and poisonous cloud. The cloud moves every round. | +| 5 | Insect Plague | Summons a sphere of biting insects. | +| 5 | Blinding Sickness | The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded. | +| 5 | Filth Fever | The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. | +| 5 | Flesh Rot | The creature has disadvantage on Charisma checks and is vulnerable to all damage. | +| 6 | Harm | Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 7 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersFiend.md b/Diagnostics/Documentation/Monsters/SolastaMonstersFiend.md new file mode 100644 index 0000000000..5fa11ccaa3 --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersFiend.md @@ -0,0 +1,891 @@ +# 1. - Glabrezu + +Besides being devastating in battle, Glabrezus love to corrupt more than anything. Their cunning mind and high charisma allows them to tempt their victims and trap them into ruin. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 18 D10 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 15 | 22 | 20 | 18 | 16 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Child of Darkness - Dim +* Walk 8 +* Shadow Escape +* Word of Darkness +* Advantage on saving throws against spells +* Darkvision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 2 | Darkness | Create an area of magical darkness. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 4 | Confusion | Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. | +| 8 | Power Word Stun | Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Fist | 1 | 10 | 5 | +| Fist | 1 | 10 | 5 | +| Pincer | 2 | 10 | 5 | +| Pincer | 2 | 10 | 5 | +# 2. - Glabrezu + +Besides being devastating in battle, Glabrezus love to corrupt more than anything. Their cunning mind and high charisma allows them to tempt their victims and trap them into ruin. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 15 D10 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 15 | 21 | 19 | 17 | 16 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 8 +* Advantage on saving throws against spells +* Darkvision +* Truesight + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 2 | Darkness | Create an area of magical darkness. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 4 | Confusion | Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. | +| 8 | Power Word Stun | Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Fist | 1 | 9 | 5 | +| Fist | 1 | 9 | 5 | +| Pincer | 2 | 9 | 5 | +| Pincer | 2 | 9 | 5 | +# 3. - Hezrou + +Known for their unbearable stench, these demons use brute force to break enemy lines and lower their morale. Strong but not very smart, they can easily be manipulated and sent to their deaths in the service of superior demons. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 13 D10 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 17 | 20 | 05 | 12 | 13 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 6 +* Poison Bolt +* Stench +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 5 | +| Claws | 1 | 7 | 5 | +# 4. - Incubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 5. - Incubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 6. - Incubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 7. - Incubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 8. - Incubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 9. - Lesser Hezrou + +A small Hezrou, probably reduced in power as punishment by an angry superior fiend. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 17 | 18 | 05 | 12 | 13 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 6 +* Poison Bolt +* Stench +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 5 | +| Claws | 1 | 5 | 5 | +# 10. - Marilith + +These monstruous demons have enough arms to match the best swordsman, and a refined sense of tactics. They often serve as officers in the armies of the abyss. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 18 D10 | 16.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 20 | 20 | 18 | 16 | 20 | + +*Features:* +* Reactive +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 8 +* Parry +* Tail Constriction +* Teleport +* Advantage on saving throws against spells +* Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longsword | 1 | 9 | 5 | +| Longsword | 1 | 9 | 5 | +| Longsword | 1 | 9 | 5 | +| Longsword | 1 | 9 | 5 | +| Longsword | 1 | 9 | 5 | +| Longsword | 1 | 9 | 5 | +# 11. - Poison King + +A Hezrou who managed to achieve the title of General in Sessroth's army, with a unique nickname that reflects his favored way of killing his foes. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 19 D10 | 14.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 21 | 18 | 22 | 10 | 12 | 14 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Child of Darkness - Dim +* Movement Affinity Spider Climb +* Walk 7 +* Poison Bolt +* Stench +* Word of Darkness +* Advantage on saving throws against spells +* Sense Blind Sight 16 +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 10 | 5 | +| Poisonous Claw | 1 | 10 | 5 | +| Poisonous Claw | 1 | 10 | 5 | +# 12. - Sessroth the Archreaver + +A very powerful and evil demon. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 21 D10 | 21.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 20 | 28 | 18 | 18 | 30 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Banished By Maze Immunity +* Condition Affinity Banished Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Fear Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 16 +* Walk 8 +* Teleport +* Advantage on saving throws against spells +* Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Javelin | 1 | 15 | 5 | +| Maul | 2 | 15 | 1 | +# 13. - Sessroth the Archreaver + +A very powerful and evil demon. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 21 D10 | 21.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 20 | 28 | 18 | 18 | 30 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Banished By Maze Immunity +* Condition Affinity Banished Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Fear Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 16 +* Walk 8 +* Teleport +* Advantage on saving throws against spells +* Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Javelin | 1 | 15 | 5 | +| Maul | 2 | 15 | 1 | +# 14. - Sessroth the Archreaver + +A very powerful and evil demon. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 21 D10 | 21.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 20 | 28 | 18 | 18 | 30 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Banished By Maze Immunity +* Condition Affinity Banished Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Fear Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Fly 16 +* Walk 8 +* Fireball +* Teleport +* Advantage on saving throws against spells +* Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Javelin | 1 | 15 | 5 | +| Maul | 2 | 15 | 1 | +# 15. - Sessroth the Archreaver + +A very powerful and evil demon. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 21 D10 | 21.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 27 | 24 | 28 | 26 | 27 | 30 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 10 +* Demonic Breath +* Demonic Regeneration +* Advantage on saving throws against spells +* Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +# 16. - Succubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 17. - Succubus + +Charming shapechangers, these demons are experts at infiltration and deception. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 17 | 13 | 15 | 12 | 20 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Fly 12 +* Walk 6 +* Life Drain +* Demonic Influence +* Teleport +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 5 | +| Fire Bolt | 1 | 5 | 1 | +# 18. - Vrock + +A winged demon capable of stunning with its dreadful screech, and able to poison enemies with spores. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 15 | 18 | 08 | 13 | 08 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Screech +* Spores +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 6 | 5 | +| Talons | 1 | 6 | 5 | +# 19. - Vrock + +A winged demon capable of stunning with its dreadful screech, and able to poison enemies with spores. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 15 | 18 | 08 | 13 | 08 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 12 +* Walk 6 +* Screech +* Spores +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 6 | 5 | +| Talons | 1 | 6 | 5 | +# 20. - Vrockling + +A small winged-demon offspring. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 12 | 14 | 08 | 11 | 08 | + +*Features:* +* Combat Affinity Flyby +* Pack Tactics +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 10 +* Walk 6 +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 5 | 5 | +| Talons | 1 | 5 | 5 | +# 21. - Vrockling + +A small winged-demon offspring. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 17 | 12 | 14 | 08 | 11 | 08 | + +*Features:* +* Combat Affinity Flyby +* Pack Tactics +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Fly 10 +* Walk 6 +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Beak | 1 | 5 | 5 | +| Talons | 1 | 5 | 5 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersGiant.md b/Diagnostics/Documentation/Monsters/SolastaMonstersGiant.md new file mode 100644 index 0000000000..35464ce3f0 --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersGiant.md @@ -0,0 +1,405 @@ +# 1. - Björni Blackcloud + +A fire giant warlord who triggered a war against the Pohjolen Vartmerkint. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 20 D12 | 13.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 25 | 09 | 25 | 10 | 14 | 13 | + +*Features:* +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Fire Immunity +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatsword | 2 | 12 | 1 | +| Rock | 1 | 11 | 5 | +# 2. - Björni Blackcloud + +A fire giant warlord who triggered a war against the Pohjolen Vartmerkint. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 20 D12 | 13.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 25 | 09 | 25 | 10 | 14 | 13 | + +*Features:* +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Fire Immunity +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatsword | 2 | 12 | 1 | +| Rock | 1 | 11 | 5 | +# 3. - Fire Giant + +Born in the fires of the volcanoes beneath the Badlands, trained to fight and forge, these huge creatures are, alas, generally hostile. + +Alignment: *Chaotic Good* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 13 D12 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 25 | 09 | 23 | 10 | 14 | 13 | + +*Features:* +* Damage Affinity Fire Immunity +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Rock | 1 | 11 | 5 | +| Greatsword | 2 | 11 | 1 | +# 4. - Fire Giant + +Born in the fires of the volcanoes beneath the Badlands, trained to fight and forge, these huge creatures are, alas, generally hostile. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 13 D12 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 25 | 09 | 23 | 10 | 14 | 13 | + +*Features:* +* Damage Affinity Fire Immunity +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Rock | 1 | 11 | 5 | +| Greatsword | 2 | 11 | 1 | +# 5. - Frost Giant + +Made of ice and snow, their heart is also cold. These creatures live for battle and mayhem. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 12 D12 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 09 | 21 | 09 | 10 | 12 | + +*Features:* +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 2 | 9 | 1 | +| Rock | 1 | 9 | 5 | +# 6. - Hill Giant + +Dumb and voracious, these creatures are in constant search of food - and that may very well mean you and your friends. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 10 D12 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 21 | 08 | 19 | 05 | 09 | 06 | + +*Features:* +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 2 | 8 | 1 | +| Rock | 1 | 8 | 5 | +# 7. - Hill Giant + +Dumb and voracious, these creatures are in constant search of food - and that may very well mean you and your friends. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 10 D12 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 21 | 08 | 19 | 05 | 09 | 06 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 2 | 8 | 1 | +| Rock | 1 | 8 | 5 | +# 8. - Hjalmar Vengeful-Heart + +Beings of immense power and solitary temperament, storm giants live reclusive lives and are generally not aggressive - but anger one of them and you'll know the meaning of wrath. + +Alignment: *Chaotic Good* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 20 D12 | 13.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 29 | 14 | 20 | 16 | 18 | 18 | + +*Features:* +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Lightning Immunity +* Damage Affinity Thunder Immunity +* Walk 10 +* Lightning Bolt +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Rock | 1 | 14 | 5 | +| Greatsword | 2 | 14 | 1 | +# 9. - Ogre + +Ogres are huge and powerful, but stupid. They live for killing, scavenging, and simple pleasures. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 07 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 08 | 16 | 05 | 07 | 07 | + +*Features:* +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 1 | 6 | 1 | +| Javelin | 1 | 6 | 1 | +# 10. - Oni + +NotUsed_DoNotTranslate + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 13 D10 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 11 | 16 | 14 | 12 | 15 | + +*Features:* +* Condition Affinity Prone Immunity +* Fly 6 +* Walk 6 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 1 | 7 | 1 | +| Greatclub | 1 | 7 | 1 | +# 11. - Stone Giant + +Immense creatures born of the very earth of Solasta, they dwell in gigantic caves and never feel at home under the open sky. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 11 D12 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 23 | 15 | 20 | 10 | 14 | 09 | + +*Features:* +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 2 | 9 | 1 | +| Rock | 1 | 9 | 5 | +# 12. - Storm Giant + +Beings of immense power and solitary temperament, storm giants live reclusive lives and are generally not aggressive - but anger one of them and you'll know the meaning of wrath. + +Alignment: *Chaotic Good* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 20 D12 | 13.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 29 | 14 | 20 | 16 | 18 | 18 | + +*Features:* +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Lightning Immunity +* Damage Affinity Thunder Immunity +* Walk 10 +* Lightning Bolt +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Rock | 1 | 14 | 5 | +| Greatsword | 2 | 14 | 1 | +# 13. - Troll + +Voracious green giants with uncanny powers of regeneration. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 20 | 07 | 09 | 07 | + +*Features:* +* Keen Smell +* Walk 6 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 14. - Troll + +Voracious green giants with uncanny powers of regeneration. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 20 | 07 | 09 | 07 | + +*Features:* +* Keen Smell +* Walk 6 +* Regeneration +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersHumanoid.md b/Diagnostics/Documentation/Monsters/SolastaMonstersHumanoid.md new file mode 100644 index 0000000000..bf9f849d3e --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersHumanoid.md @@ -0,0 +1,4314 @@ +# 1. - Acolyte + +A wandering cleric seeking glory and battle. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 10 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 10 | 10 | 10 | 14 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 1 | Bless | Increase your allies' saving throws and attack rolls for a limited time. | +| 1 | Cure Wounds | Heal an ally by touch. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Club | 1 | 2 | 1 | +# 2. - Adria + + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 14 | 18 | 11 | 16 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | +| 0 | Poison Spray | Fire a poison spray at an enemy you can see, within range. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 1 | Inflict Wounds | Deal necrotic damage to an enemy you hit. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Darkness | Create an area of magical darkness. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Haste | Make an ally faster and more agile, and grant them an additional action for a limited time. | +| 3 | Fear | Frighten creatures and force them to flee. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 3. - Aksha + + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 10 D8 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 18 | 18 | 18 | 12 | 18 | + +*Features:* +* Condition Affinity Prone Immunity +* Feature/&ConditionAffinityCircleLandLandsStrideTitle +* Condition Affinity Veil Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Regeneration - Darkness +* Regeneration - Unlit +* Light Hypersensitive - Bright +* Light Sensitive - Dim +* Fly 8 +* Walk 6 +* Dark Veil +* Misty Form +* Normal Vision +* Superior Darkvision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +# 4. - Angbi Kramsson + + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 5. - Arbal + +Chieftains are the stronger orcs who have survived battles and challenges from other orcs to seize a position of power. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 18 | 11 | 11 | 14 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 6 | 1 | +| Spear | 1 | 6 | 1 | +# 6. - Archmage + +An evil mage who has sought an isolated location to perform unspeakable experiments without interference. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Greater Invisibility | Target becomes invisible for the duration, even when attacking or casting spells. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 7. - Archmage + +An evil mage who has sought an isolated location to perform unspeakable experiments without interference. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Greater Invisibility | Target becomes invisible for the duration, even when attacking or casting spells. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 8. - Archmage + +An evil mage who has sought an isolated location to perform unspeakable experiments without interference. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Greater Invisibility | Target becomes invisible for the duration, even when attacking or casting spells. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 9. - Badlands Hunter + +A wandering ranger seeking glory and battle. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 15 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 18 | 12 | 10 | 15 | 08 | + +*Features:* +* Keen Hearing and Smell +* Keen Sight +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 6 | 1 | +| Shortsword | 1 | 6 | 1 | +# 10. - Bandit + +A malevolent fighter using a scimitar. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.1 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 3 | 1 | +# 11. - Bandit + +A malevolent fighter using a scimitar. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.1 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 3 | 1 | +# 12. - Bandit + +A malevolent fighter using a scimitar. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.1 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 3 | 1 | +# 13. - Bandit Archer + +An experienced elf bandit, as skilled with a shortsword as with a longbow. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 18 | 15 | 11 | 13 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 6 | 1 | +| Shortsword | 1 | 6 | 1 | +# 14. - Bandit Captain + +An experienced bandit, much more skilled than his followers. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 10 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 16 | 14 | 14 | 11 | 14 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +| Scimitar | 1 | 5 | 1 | +| Scimitar | 1 | 5 | 1 | +# 15. - Bandit Captain + +An experienced bandit, much more skilled than his followers. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 14 D8 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 11 | 18 | 11 | 14 | 15 | + +*Features:* +* Feature/&AdditionalDamageBrandingSmiteTitle +* Walk 6 +* Parry +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 1 | Command | You speak one word to command a creature to perform a simple action | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Dispel Magic | End active spells on a creature or object. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 7 | 1 | +| Shortbow | 1 | 3 | 1 | +# 16. - Bandit Quartermaster + + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 04 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 3 | 1 | +# 17. - Barbarian + +A wandering barbarian. + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 09 D12 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 10 | 16 | 08 | 08 | 10 | + +*Features:* +* Walk 8 +* Reckless +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Handaxe | 1 | 6 | 1 | +| Maul | 1 | 6 | 1 | +# 18. - Berserker + +Hailing from barbaric lands, berserkers come together in war parties to seek battle. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 09 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 17 | 09 | 11 | 09 | + +*Features:* +* Walk 6 +* Reckless +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 5 | 1 | +# 19. - Coparann Guard + + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 05 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 10 | 14 | 08 | 08 | 08 | + +*Features:* +* Walk 6 +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Battleaxe | 1 | 4 | 1 | +# 20. - Coparann Guard + + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 03 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 10 | 12 | 08 | 08 | 08 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 2 | 1 | +| Battleaxe | 1 | 4 | 1 | +# 21. - Cult Fanatic + +Part of a cult's leadership, these fanatics use their dogma and charisma to influence and prey on the weak-willed. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 06 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 14 | 12 | 10 | 13 | 14 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 1 | Inflict Wounds | Deal necrotic damage to an enemy you hit. | +| 1 | Shield of Faith | Increase an ally's AC by 2 for a limited time. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 4 | 1 | +# 22. - Cultist Archer + +This archer is a worshipper of Arivad. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 09 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 16 | 10 | 10 | 10 | + +*Features:* +* Predator +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Invisibility | Make an ally invisible for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shortsword | 1 | 6 | 1 | +| Light Crossbow | 1 | 8 | 1 | +# 23. - Dark Apprentice + +A dangerous but not yet fully learned necromancer, probably a student of a more experienced master residing nearby. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 13 | 12 | 16 | 12 | 08 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 0 | Poison Spray | Fire a poison spray at an enemy you can see, within range. | +| 0 | Acid Splash | Launch an acid bolt. | +| 1 | False Life | Gain a few temporary hit points for a limited time. | +| 1 | Fog Cloud | Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight. | +| 1 | Sleep | Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Vampiric Touch | Grants you a life-draining melee attack for one minute. | +| 3 | Bestow Curse (Damage) | Caster's attacks and spells against the target deal an extra 1d8 necrotic damage. | +| 3 | Bestow Curse (Strength) | Disadvantage on STR saving throws and ability checks. | +| 3 | Bestow Curse (Constitution) | Disadvantage on CON saving throws and ability checks. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 3 | 1 | +# 24. - Darkweaver + +A wandering rogue seeking glory and battle. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 17 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 12 | 10 | 11 | 12 | + +*Features:* +* Cunning Action +* Uncanny Dodge +* Sneak Attack +* Predator +* Spider on Wall +* Walk 6 +* Evasion +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 7 | 1 | +| Shortsword | 1 | 7 | 1 | +# 25. - Evil Priest + +An evil priest leads a religious sect conducting depraved rites in the shadows of respectable society. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 10 | 12 | 13 | 16 | 13 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Spare the Dying | Touch a dying ally to stabilize them. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Bless | Increase your allies' saving throws and attack rolls for a limited time. | +| 2 | Lesser Restoration | Remove a detrimental condition from an ally. | +| 2 | Blindness | Blind an enemy for one minute. | +| 3 | Dispel Magic | End active spells on a creature or object. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Mace | 1 | 2 | 1 | +# 26. - Evil Priest + +An evil priest leads a religious sect conducting depraved rites in the shadows of respectable society. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 10 | 12 | 13 | 16 | 13 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Spare the Dying | Touch a dying ally to stabilize them. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Bless | Increase your allies' saving throws and attack rolls for a limited time. | +| 2 | Lesser Restoration | Remove a detrimental condition from an ally. | +| 2 | Blindness | Blind an enemy for one minute. | +| 3 | Dispel Magic | End active spells on a creature or object. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Mace | 1 | 2 | 1 | +# 27. - Gallivan Archer + +A typical archer from the armies of the Kingdom of Gallivan, heavily armored, wielding a longbow. + +Alignment: *Lawful Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 04 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 12 | 10 | 10 | 12 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 6 | 1 | +| Shortsword | 1 | 5 | 1 | +# 28. - Gallivan Archmage + +A shock arcanist serving as support for Gallivan's troops. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Greater Invisibility | Target becomes invisible for the duration, even when attacking or casting spells. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 29. - Gallivan Cleric + +A battle cleric leading shock troops of the Kingdom of Gallivan. This one worships Misaye, which is contrary to tradition. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 08 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 14 | 14 | 10 | 10 | 12 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Shadow Dagger | Launches an illusionary dagger that causes psychic damage. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 1 | Sleep | Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Invisibility | Make an ally invisible for a limited time. | +| 2 | Blur | Makes you blurry and harder to hit for up to one minute. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Prayer of Healing | Heal multiple allies at the same time. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Hypnotic Pattern | Charms enemies to make them harmless until attacked, but also affects allies in range. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Mace | 1 | 5 | 1 | +# 30. - Gallivan Corporal + +A powerful soldier, champion of the Gallivan army, right-hand man of the highest ranking generals. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 22 D8 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 14 | 14 | 10 | 13 | 14 | + +*Features:* +* Walk 6 +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 7 | 1 | +| Spear | 1 | 9 | 1 | +# 31. - Gallivan Druid + +A druid from the deep forests of Gallivan, serving the army of the Kingdom. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 09 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Venomous Spike | A bone spike that pierces and poisons its target. | +| 0 | Shadow Dagger | Launches an illusionary dagger that causes psychic damage. | +| 0 | Resistance | Grant an ally a one-time bonus to saving throws. | +| 1 | Charm Person | Makes an ally of an enemy. | +| 1 | Healing Word | Heal an ally you can see. | +| 1 | Fog Cloud | Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Barkskin | Gives you or an ally you can touch an AC of at least 16. | +| 2 | Silence | Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components. | +| 3 | Call Lightning | Conjures a storm cloud from which you can call a vertical bolt of lightning to strike targets, dealing 3D10 lightning damage. Another bolt can be repeated every turn by using an action. | +| 3 | Beacon of Hope | Raise hope and vitality. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 4 | Stoneskin | Grants resistance to non-magical bludgeoning, slashing, and piercing damage. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 6 | 1 | +# 32. - Gallivan General + +An officer of the Gallivan army, probably a Sorak pawn, infiltrator, or polymorphed Sorak. + +Alignment: *Lawful Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 22 | 10 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 12 | 20 | 12 | 11 | 14 | + +*Features:* +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Walk 6 +* Shadow Escape +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 5 | 1 | +| Longsword | 1 | 11 | 1 | +# 33. - Gallivan Shadowcaster + +A specialist of Gallivan's army, able to infiltrate and cast spells as a support operative. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 18 | 14 | 12 | 12 | 10 | + +*Features:* +* Sneak Attack +* Walk 6 +* Shadow Dodge +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Annoying Bee | The target sees an illusional bee harassing them and has disadvantage on concentration checks until the start of their next turn. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 2 | Blur | Makes you blurry and harder to hit for up to one minute. | +| 2 | Invisibility | Make an ally invisible for a limited time. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shortbow | 1 | 6 | 1 | +| Shortsword | 1 | 3 | 1 | +# 34. - Gallivan Smasher + +A member of an elite troop of the Kingdom of Gallivan, composed solely of women. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 08 D10 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 16 | 10 | 10 | 12 | + +*Features:* +* Walk 6 +* Action Surge +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 2 | 1 | +| Morningstar | 1 | 5 | 1 | +# 35. - Gallivan Smasher + +A member of an elite troop of the Kingdom of Gallivan, composed solely of women. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 08 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 16 | 10 | 10 | 12 | + +*Features:* +* Walk 6 +* Action Surge +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 2 | 1 | +| Morningstar | 1 | 5 | 1 | +# 36. - Gallivan Trooper + +A standard foot soldier of the armies of Gallivan. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 04 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 12 | 12 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 3 | 1 | +| Spear | 1 | 3 | 1 | +# 37. - Goblin + +A greenish, evil little creature. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D6 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 14 | 10 | 10 | 08 | 08 | + +*Features:* +* Action Affinity Nimble Escape +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Pebble | 1 | 2 | 1 | +| Scimitar | 1 | 4 | 1 | +# 38. - Goblin Cutthroat + +A veteran goblin who became a skilled killer. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 16 | 14 | 12 | 10 | 08 | + +*Features:* +* Action Affinity Nimble Escape +* Finisher +* Predator +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 5 | 1 | +| Shortbow | 1 | 5 | 1 | +# 39. - Goblin Cutthroat + +A veteran goblin who became a skilled killer. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 16 | 14 | 12 | 10 | 08 | + +*Features:* +* Action Affinity Nimble Escape +* Finisher +* Predator +* Predator +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 5 | 1 | +| Shortbow | 1 | 5 | 1 | +# 40. - Goblin Shaman + +A goblin with quasi-clerical powers. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 14 | 12 | 10 | 12 | 08 | + +*Features:* +* Action Affinity Nimble Escape +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Healing Word | Heal an ally you can see. | +| 1 | Bane | Reduce your enemies' attack and saving throws for a limited time. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Invisibility | Make an ally invisible for a limited time. | +| 3 | Hypnotic Pattern | Charms enemies to make them harmless until attacked, but also affects allies in range. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Pebble | 1 | 2 | 1 | +# 41. - Goblin Skirmisher + +A goblin archer. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Small* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D6 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 14 | 10 | 10 | 08 | 08 | + +*Features:* +* Action Affinity Nimble Escape +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 4 | 1 | +| Shortbow | 1 | 4 | 1 | +# 42. - Guard + +A low-ranking soldier, used to perform mundane security tasks. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longsword | 1 | 3 | 1 | +# 43. - Guard + +A low-ranking soldier, used to perform mundane security tasks. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 04 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longsword | 1 | 3 | 1 | +# 44. - High Priest + +A powerful cleric wandering the land to spread his faith with soft words and hard deeds. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 13 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 13 | 16 | 13 | 16 | 12 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Spare the Dying | Touch a dying ally to stabilize them. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Bless | Increase your allies' saving throws and attack rolls for a limited time. | +| 2 | Lesser Restoration | Remove a detrimental condition from an ally. | +| 2 | Blindness | Blind an enemy for one minute. | +| 3 | Dispel Magic | End active spells on a creature or object. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 5 | Flame Strike | Conjures a burning column of fire and radiance affecting all creatures inside. | +| 5 | Mass Cure Wounds | Heals up to 6 creatures. | +| 5 | Contagion | Hit a creature to inflict a disease from the options. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Morningstar | 1 | 4 | 1 | +# 45. - Highwayman + +Tall and powerful, this bandit wields a greatsword. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D10 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 12 | 14 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatsword | 1 | 4 | 1 | +# 46. - Incubus + +A demon impersonating Vigdis' butler. + +Alignment: *Lawful Good* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 11 | 18 | 10 | 20 | 10 | + +*Features:* +* Walk 5 +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +# 47. - Knight + +Pledging service to rulers or religious orders, the knights are ferocious warriors dedicated to the cause they believe in. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 08 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 11 | 14 | 11 | 11 | 15 | + +*Features:* +* Brave +* Walk 6 +* Parry +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatsword | 1 | 5 | 1 | +| Heavy Crossbow | 1 | 2 | 1 | +# 48. - Lizzaria of Grimhold + + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 13 | 18 | 12 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 1 | False Life | Gain a few temporary hit points for a limited time. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Darkness | Create an area of magical darkness. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Vampiric Touch | Grants you a life-draining melee attack for one minute. | +| 3 | Bestow Curse (Strength) | Disadvantage on STR saving throws and ability checks. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 5 | Flesh Rot | The creature has disadvantage on Charisma checks and is vulnerable to all damage. | +| 5 | Blinding Sickness | The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded. | +| 5 | Mindfire | The creature has disadvantage on Intelligence checks and Intelligence saving throws, and behaves as if under the effects of the confusion spell during combat. | +| 5 | Seizure | The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. | +| 5 | Slimy Doom | The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 7 | 1 | +# 49. - Loan Shark + + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 12 | 12 | 10 | 10 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 3 | 1 | +# 50. - Lorson + +An experienced bandit, much more skilled than his followers. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 10 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 16 | 14 | 14 | 11 | 14 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +| Scimitar | 1 | 5 | 1 | +| Scimitar | 1 | 5 | 1 | +# 51. - Lorson + +An experienced bandit, much more skilled than his followers. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 10 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 16 | 14 | 14 | 11 | 14 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +| Dagger | 1 | 5 | 1 | +| Scimitar | 1 | 5 | 1 | +# 52. - Master Arcanist + +A master arcanist and former royal advisor who fell from grace, now serving dark purposes by corrupting the weak-minded he encounters. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 18 D8 | 12.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 14 | 12 | 20 | 15 | 16 | + +*Features:* +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Walk 6 +* Advantage on saving throws against spells +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 1 | Detect Magic | Detect nearby magic objects or creatures. | +| 1 | Identify | Identify the hidden properties of an object. | +| 1 | Mage Armor | Provide magical armor to an ally who doesn't wear armor. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Mirror Image | Three illusory duplicates of yourself appear in your space. Until the spell ends, each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates. +If you have 3 duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With 2 duplicates, you must roll an 8 or higher. With 1 duplicate, you must roll an 11 or higher. +A duplicate's AC is equal to 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. +A creature is unaffected by this spell if it is Blinded, or has Blindsight, Truesight or Tremorsense (doesn't apply if you don't touch ground). | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Banishment | Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar. | +| 4 | Fire Shield | Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks. | +| 4 | Stoneskin | Grants resistance to non-magical bludgeoning, slashing, and piercing damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | +| 5 | Wall of Force | Conjures an invisible wall that blocks movement and attacks. | +| 6 | Globe Of Invulnerability | A sphere surrounding you prevents any spell up to 5th level to affect anyone inside it. | +| 7 | Gravity Slam | Increase gravity to slam everyone in a specific area onto the ground. | +| 8 | Power Word Stun | Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 53. - Morden Kyre + + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 09 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 12 | 14 | 18 | 14 | 16 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | +| 0 | Poison Spray | Fire a poison spray at an enemy you can see, within range. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 1 | Inflict Wounds | Deal necrotic damage to an enemy you hit. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 1 | Healing Word | Heal an ally you can see. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Shatter | Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Haste | Make an ally faster and more agile, and grant them an additional action for a limited time. | +| 3 | Fear | Frighten creatures and force them to flee. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 4 | 1 | +# 54. - Mountain Druid + +A kind of hermit generally found in the Snow Alliance mountains. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 12 D8 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 15 | 16 | 10 | 20 | 13 | + +*Features:* +* Walk 6 +* Wild Shape +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | +| 0 | Shillelagh | Conjures a magical club whose attacks are magical and use your spellcasting ability instead of strength. | +| 0 | Resistance | Grant an ally a one-time bonus to saving throws. | +| 1 | Entangle | Creatures in a four-cell square area are restrained if they fail a STR saving throw | +| 1 | Fog Cloud | Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight. | +| 1 | Thunderwave | Emit a wave of force that causes damage and pushes creatures and objects away. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Barkskin | Gives you or an ally you can touch an AC of at least 16. | +| 2 | Silence | Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components. | +| 3 | Conjure Animal | Summon spirits in the form of beasts to help you in battle | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Wind Wall | Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases. | +| 4 | Dominate Beast | Grants you control over an enemy beast. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | +| 5 | Conjure Elemental | Conjures an elemental of the chosen element that fights alongside you. If you lose concentration, the elemental remains and becomes hostile. | +| 5 | Conjure Elemental | Conjures an elemental of the chosen element that fights alongside you. If you lose concentration, the elemental remains and becomes hostile. | +| 6 | Wall of Thorns | Creates a wall of tough of needle-sharp thorns, that hurts and slows every creature in it. | +| 6 | Heal | Heals 70 hit points and also removes blindness and diseases | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 3 | 1 | +# 55. - Necromancer + +An evil wizard specializing in necromancy. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 09 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 14 | 18 | 12 | 08 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 1 | False Life | Gain a few temporary hit points for a limited time. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Darkness | Create an area of magical darkness. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Vampiric Touch | Grants you a life-draining melee attack for one minute. | +| 3 | Bestow Curse (Strength) | Disadvantage on STR saving throws and ability checks. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 5 | Flesh Rot | The creature has disadvantage on Charisma checks and is vulnerable to all damage. | +| 5 | Blinding Sickness | The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded. | +| 5 | Mindfire | The creature has disadvantage on Intelligence checks and Intelligence saving throws, and behaves as if under the effects of the confusion spell during combat. | +| 5 | Seizure | The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. | +| 5 | Slimy Doom | The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 7 | 1 | +# 56. - Orc + +Orcs are brutish, tribal warriors, known for their barbaric habits. They live by raiding and looting. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 16 | 07 | 11 | 10 | + +*Features:* +* Action Affinity Aggressive +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 5 | 1 | +| Javelin | 1 | 5 | 1 | +# 57. - Orc + +Orcs are brutish, tribal warriors, known for their barbaric habits. They live by raiding and looting. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 16 | 07 | 11 | 10 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 5 | 1 | +| Javelin | 1 | 5 | 1 | +# 58. - Orc + +Orcs are brutish, tribal warriors, known for their barbaric habits. They live by raiding and looting. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 16 | 07 | 11 | 10 | + +*Features:* +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 5 | 1 | +# 59. - Orc Archer + +Orcs have archers among their troops. Despite their effectiveness, they are perceived as cowards and are generally second rank warriors. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 12 | 16 | 07 | 11 | 10 | + +*Features:* +* Action Affinity Aggressive +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Club | 1 | 5 | 1 | +| Shortbow | 1 | 3 | 1 | +# 60. - Orc Beastmaster + +An elusive orc, less confrontational than most, who uses his tamed beasts to fight for him. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 16 | 08 | 12 | 10 | + +*Features:* +* Action Affinity Aggressive +* Action Affinity Nimble Escape +* Walk 6 +* Darkvision +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 4 | 1 | +| Shortbow | 1 | 5 | 1 | +# 61. - Orc Beastmaster + +An elusive orc, less confrontational than most, who uses his tamed beasts to fight for him. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 16 | 08 | 12 | 10 | + +*Features:* +* Action Affinity Aggressive +* Action Affinity Nimble Escape +* Walk 6 +* Darkvision +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 4 | 1 | +| Shortbow | 1 | 5 | 1 | +# 62. - Orc Berserker + +Berserkers are crazed warriors who ignore all danger while in their battle trance. Fast and violent, they don't feel pain or fear. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 18 | 16 | 10 | 08 | 10 | + +*Features:* +* Grounded +* Action Affinity Aggressive +* Condition Affinity Frightened Immunity +* Walk 8 +* Reckless +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Javelin | 1 | 6 | 5 | +| Mace | 1 | 5 | 1 | +# 63. - Orc Berserker + +Berserkers are crazed warriors who ignore all danger while in their battle trance. Fast and violent, they don't feel pain or fear. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 18 | 16 | 10 | 08 | 10 | + +*Features:* +* Grounded +* Action Affinity Aggressive +* Condition Affinity Frightened Immunity +* Walk 8 +* Reckless +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Javelin | 1 | 6 | 5 | +| Mace | 1 | 5 | 1 | +# 64. - Orc Chieftain + +Chieftains are the stronger orcs who have survived battles and challenges from other orcs to seize a position of power. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 18 | 11 | 11 | 14 | + +*Features:* +* Action Affinity Aggressive +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 6 | 1 | +| Spear | 1 | 6 | 1 | +# 65. - Orc Grimblade + +A sneaky orc trained to use the shadows to stab its enemies in the back. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 09 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 18 | 16 | 10 | 10 | 10 | + +*Features:* +* Action Affinity Aggressive +* Sneak Attack +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Ice Blade | 1 | 7 | 1 | +| Ice Dagger | 1 | 7 | 1 | +# 66. - Orc Shaman + +The closest thing the orcs have to a cleric, with some mystical powers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 12 | 14 | 12 | 16 | 10 | + +*Features:* +* Action Affinity Aggressive +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Dazzle | Lower a target's AC and prevent reaction until the start of its next turn. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Hunter's Mark | An enemy gets additional damage from you, and you can easily detect it for a limited time. | +| 1 | Bane | Reduce your enemies' attack and saving throws for a limited time. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Blur | Makes you blurry and harder to hit for up to one minute. | +| 2 | Conjure Goblinoids | Conjures 2 goblins who obey your orders unless you lose concentration. | +| 2 | Shatter | Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. | +| 2 | Invisibility | Make an ally invisible for a limited time. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 3 | Haste | Make an ally faster and more agile, and grant them an additional action for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 4 | 1 | +# 67. - Orc Shaman + +The closest thing the orcs have to a cleric, with some mystical powers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 12 | 14 | 12 | 16 | 10 | + +*Features:* +* Action Affinity Aggressive +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Dazzle | Lower a target's AC and prevent reaction until the start of its next turn. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Hunter's Mark | An enemy gets additional damage from you, and you can easily detect it for a limited time. | +| 1 | Bane | Reduce your enemies' attack and saving throws for a limited time. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Blur | Makes you blurry and harder to hit for up to one minute. | +| 2 | Conjure Goblinoids | Conjures 2 goblins who obey your orders unless you lose concentration. | +| 2 | Shatter | Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. | +| 2 | Invisibility | Make an ally invisible for a limited time. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 3 | Haste | Make an ally faster and more agile, and grant them an additional action for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 4 | 1 | +# 68. - Orc Shaman + +The closest thing the orcs have to a cleric, with some mystical powers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 12 | 14 | 12 | 16 | 10 | + +*Features:* +* Action Affinity Aggressive +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Dazzle | Lower a target's AC and prevent reaction until the start of its next turn. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Hunter's Mark | An enemy gets additional damage from you, and you can easily detect it for a limited time. | +| 1 | Bane | Reduce your enemies' attack and saving throws for a limited time. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Blur | Makes you blurry and harder to hit for up to one minute. | +| 2 | Conjure Goblinoids | Conjures 2 goblins who obey your orders unless you lose concentration. | +| 2 | Shatter | Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. | +| 2 | Invisibility | Make an ally invisible for a limited time. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 3 | Haste | Make an ally faster and more agile, and grant them an additional action for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 4 | 1 | +# 69. - Perlevinn Duelist + +A duelist of House Perlevinn. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 09 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 10 | 18 | 10 | 10 | + +*Features:* +* Walk 6 +* Action Surge +* Second Wind +* Snow Dwarf Endurance +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 7 | 1 | +| Longsword | 1 | 7 | 1 | +# 70. - Perlevinn Duelist + +A duelist of House Perlevinn. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 09 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 10 | 18 | 10 | 10 | + +*Features:* +* Walk 6 +* Action Surge +* Second Wind +* Snow Dwarf Endurance +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 7 | 1 | +| Longsword | 1 | 7 | 1 | +# 71. - Perlevinn Sharpshooter + +An archer of House Perlevinn. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 14 | 10 | 10 | 12 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shortbow | 1 | 5 | 1 | +| Shortsword | 1 | 3 | 1 | +# 72. - Perlevinn Spellmaster + +A sorcerer of House Perlevinn. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 08 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 13 | 12 | 18 | 14 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Charmed By Hypnotic Pattern +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Darkvision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Thunderwave | Emit a wave of force that causes damage and pushes creatures and objects away. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 4 | Black Tentacles | Conjures black tentacles that restrain and damage creatures within the area of effect. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 4 | Phantasmal Killer | Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. | +| 4 | Dimension Door | Transfers the caster and a friendly creature to a specified destination. | +| 5 | Mind Twist | Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 3 | 1 | +# 73. - Priest of Arivad + + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 13 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 13 | 16 | 13 | 16 | 12 | + +*Features:* +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Spare the Dying | Touch a dying ally to stabilize them. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Bless | Increase your allies' saving throws and attack rolls for a limited time. | +| 2 | Lesser Restoration | Remove a detrimental condition from an ally. | +| 2 | Blindness | Blind an enemy for one minute. | +| 3 | Dispel Magic | End active spells on a creature or object. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 5 | Flame Strike | Conjures a burning column of fire and radiance affecting all creatures inside. | +| 5 | Mass Cure Wounds | Heals up to 6 creatures. | +| 5 | Contagion | Hit a creature to inflict a disease from the options. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Morningstar | 1 | 4 | 1 | +# 74. - Raider Arcanist + +A damage-dealing spellcaster. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 08 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 13 | 12 | 18 | 14 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Acid Splash | Launch an acid bolt. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Poison Spray | Fire a poison spray at an enemy you can see, within range. | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 1 | False Life | Gain a few temporary hit points for a limited time. | +| 1 | Sleep | Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | +| 5 | Flame Strike | Conjures a burning column of fire and radiance affecting all creatures inside. | +| 5 | Mind Twist | Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 3 | 1 | +# 75. - Raider Archer + +A plunderer who uses ranged weapons. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 08 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 18 | 14 | 10 | 10 | 12 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shortbow | 1 | 5 | 1 | +| Shortsword | 1 | 3 | 1 | +# 76. - Raider Shaman + +An enemy support healer. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 08 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 13 | 12 | 18 | 14 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Charmed By Hypnotic Pattern +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Sacred Flame | Strike an enemy with radiant damage. | +| 0 | Spare the Dying | Touch a dying ally to stabilize them. | +| 1 | Cure Wounds | Heal an ally by touch. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Bless | Increase your allies' saving throws and attack rolls for a limited time. | +| 2 | Lesser Restoration | Remove a detrimental condition from an ally. | +| 2 | Blindness | Blind an enemy for one minute. | +| 3 | Dispel Magic | End active spells on a creature or object. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 5 | Flame Strike | Conjures a burning column of fire and radiance affecting all creatures inside. | +| 5 | Mass Cure Wounds | Heals up to 6 creatures. | +| 5 | Contagion | Hit a creature to inflict a disease from the options. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 3 | 1 | +# 77. - Raider Sorcerer + +An enemy damage-dealing caster. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 08 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 13 | 12 | 18 | 14 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Charmed By Hypnotic Pattern +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Hideous Laughter | Make an enemy helpless with irresistible laughter. | +| 1 | Thunderwave | Emit a wave of force that causes damage and pushes creatures and objects away. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 4 | Black Tentacles | Conjures black tentacles that restrain and damage creatures within the area of effect. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 4 | Phantasmal Killer | Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. | +| 4 | Dimension Door | Transfers the caster and a friendly creature to a specified destination. | +| 5 | Mind Twist | Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 3 | 1 | +# 78. - Raider Warrior + +A strong melee warrior. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 09 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 10 | 18 | 10 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Charmed By Hypnotic Pattern +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Action Surge +* Second Wind +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 7 | 1 | +| Longsword | 1 | 7 | 1 | +# 79. - Redscar Orc + +One of Arrok's pawns, this orc has been blessed with the power of fire. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D12 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 14 | 16 | 10 | 08 | 08 | + +*Features:* +* Action Affinity Aggressive +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* Damage Affinity Fire Resistance +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greataxe | 1 | 6 | 1 | +| Shortbow | 1 | 5 | 1 | +# 80. - Scout + +Scouts are skilled hunters and trackers who offer their services for a fee. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 14 | 12 | 11 | 13 | 11 | + +*Features:* +* Keen Hearing and Smell +* Keen Sight +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 4 | 1 | +| Shortsword | 1 | 4 | 1 | +# 81. - Scout + +Scouts are skilled hunters and trackers who offer their services for a fee. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 11 | 14 | 12 | 11 | 13 | 11 | + +*Features:* +* Keen Hearing and Smell +* Keen Sight +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 4 | 1 | +| Shortsword | 1 | 4 | 1 | +# 82. - Shock Arcanist + +A powerful battle wizard looking for a challenge. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 13 D8 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 08 | 16 | 12 | 18 | 10 | 16 | + +*Features:* +* Arcane Warfare +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Acid Splash | Launch an acid bolt. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 0 | Light | An object you can touch emits a powerful light for a limited time. | +| 0 | Poison Spray | Fire a poison spray at an enemy you can see, within range. | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 1 | False Life | Gain a few temporary hit points for a limited time. | +| 1 | Sleep | Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 4 | Ice Storm | Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | +| 5 | Flame Strike | Conjures a burning column of fire and radiance affecting all creatures inside. | +| 5 | Mind Twist | Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 6 | 1 | +# 83. - Sorak Infiltrator + + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 12 | 14 | 10 | 10 | 11 | + +*Features:* +* Pack Tactics +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 84. - Sorak Infiltrator + + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 07 D10 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 17 | 18 | 11 | 14 | 12 | + +*Features:* +* Improved Critical +* Walk 6 +* Call of the Night +* Shadow Escape +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Warhammer | 1 | 6 | 1 | +# 85. - Sorak Infiltrator + +A Sorr-Akkath ranged fighter. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 04 D6 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 16 | 14 | 10 | 12 | 12 | + +*Features:* +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Escape +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 1 | +| Poisonous Spine | 1 | 5 | 20 | +# 86. - Sorcerer + +A wandering sorcerer. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 09 D6 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 14 | 12 | 09 | 18 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 1 | False Life | Gain a few temporary hit points for a limited time. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Darkness | Create an area of magical darkness. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Vampiric Touch | Grants you a life-draining melee attack for one minute. | +| 3 | Bestow Curse (Strength) | Disadvantage on STR saving throws and ability checks. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 5 | Flesh Rot | The creature has disadvantage on Charisma checks and is vulnerable to all damage. | +| 5 | Blinding Sickness | The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded. | +| 5 | Mindfire | The creature has disadvantage on Intelligence checks and Intelligence saving throws, and behaves as if under the effects of the confusion spell during combat. | +| 5 | Seizure | The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. | +| 5 | Slimy Doom | The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +# 87. - Sorr-Akkath Acolyte of Sorr-Tarr + +These spellcasters seem to be clerics of Sorr-Tarr. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 14 | 14 | 12 | 16 | 14 | + +*Features:* +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Apostle of Darkness - Dim +* Apostle of Darkness - Darkness +* Apostle of Darkness - Unlit +* Walk 6 +* Call of the Night +* Moonbeam Weakness +* Superior Darkvision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | +| 0 | Poison Spray | Fire a poison spray at an enemy you can see, within range. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 1 | Inflict Wounds | Deal necrotic damage to an enemy you hit. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 1 | Healing Word | Heal an ally you can see. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Blindness | Blind an enemy for one minute. | +| 2 | Shatter | Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Haste | Make an ally faster and more agile, and grant them an additional action for a limited time. | +| 3 | Fear | Frighten creatures and force them to flee. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 4 | 1 | +# 88. - Sorr-Akkath Assassin + +A deadly killer who lurks in the shadows. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 05 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 20 | 16 | 14 | 14 | 14 | + +*Features:* +* Sneak Attack +* Damage Affinity Poison Resistance +* +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Murder +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 6 | 1 | +| Poisonous Spine | 1 | 6 | 1 | +# 89. - Sorr-Akkath Assassin + +A deadly killer who lurks in the shadows. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 18 | 14 | 14 | 12 | 14 | + +*Features:* +* Sneak Attack +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* +* Apostle of Darkness - Dim +* Apostle of Darkness - Darkness +* Apostle of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Murder +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 6 | 1 | +| Poisonous Spine | 1 | 6 | 1 | +# 90. - Sorr-Akkath Assassin + +A deadly killer who lurks in the shadows. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 07 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 18 | 14 | 14 | 12 | 14 | + +*Features:* +* Sneak Attack +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* +* Apostle of Darkness - Dim +* Apostle of Darkness - Darkness +* Apostle of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Murder +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 6 | 1 | +| Poisonous Spine | 1 | 6 | 1 | +# 91. - Sorr-Akkath Harasser + +A dreadful infiltrator and assassin evolved from the Sorak assassin. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 20 | 16 | 14 | 12 | 14 | + +*Features:* +* Sneak Attack +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Murder +* Dread Laughter +* Shadow Escape +* Word of Darkness +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Spine | 1 | 7 | 1 | +| Shrieker Dagger | 1 | 8 | 1 | +# 92. - Sorr-Akkath Harasser + +A dreadful infiltrator and assassin evolved from the Sorak assassin. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 20 | 16 | 14 | 12 | 14 | + +*Features:* +* Sneak Attack +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Murder +* Dread Laughter +* Shadow Escape +* Word of Darkness +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Spine | 1 | 7 | 1 | +| Shrieker Dagger | 1 | 8 | 1 | +# 93. - Sorr-Akkath Kratshar + +A Sorak battlemage, trained in the best magic schools of Solasta under a false identity. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 13 D8 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 18 | 16 | 20 | 12 | 13 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Movement Affinity Spider Climb +* Fly 8 +* Walk 8 +* Word of Darkness +* Moonbeam Weakness +* Advantage on saving throws against spells +* Normal Vision +* Superior Darkvision +* Truesight + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Shadow Dagger | Launches an illusionary dagger that causes psychic damage. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 4 | Confusion | Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. | +| 4 | Phantasmal Killer | Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | +| 5 | Mind Twist | Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. | +| 6 | Blade Barrier (Ring) | Conjures a wall of razor sharp blades which causes 6d10 slashing damage to anyone crossing it | +| 6 | Freezing Sphere | Toss a huge ball of cold energy that explodes on impact | +| 7 | Gravity Slam | Increase gravity to slam everyone in a specific area onto the ground. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shrieker Dagger | 1 | 8 | 1 | +# 94. - Sorr-Akkath Kratshar + +A Sorak battlemage, trained in the best magic schools of Solasta under a false identity. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 13 D8 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 18 | 16 | 20 | 12 | 13 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Movement Affinity Spider Climb +* Fly 8 +* Walk 8 +* Word of Darkness +* Moonbeam Weakness +* Advantage on saving throws against spells +* Normal Vision +* Superior Darkvision +* Truesight + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Shadow Dagger | Launches an illusionary dagger that causes psychic damage. | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Color Spray | Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. | +| 1 | Guiding Bolt | Launch a radiant attack against an enemy and make them easy to hit. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 2 | Acid Arrow | Launch an acid arrow that deals some damage even if you miss your shot. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 4 | Blight | Drains life from a creature, causing massive necrotic damage. | +| 4 | Confusion | Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. | +| 4 | Phantasmal Killer | Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | +| 5 | Mind Twist | Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. | +| 6 | Blade Barrier (Ring) | Conjures a wall of razor sharp blades which causes 6d10 slashing damage to anyone crossing it | +| 6 | Freezing Sphere | Toss a huge ball of cold energy that explodes on impact | +| 7 | Gravity Slam | Increase gravity to slam everyone in a specific area onto the ground. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shrieker Dagger | 1 | 8 | 1 | +# 95. - Sorr-Akkath Saboteur + +A support fighter, fast, cunning, and vicious. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 04 D6 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 16 | 14 | 10 | 08 | 12 | + +*Features:* +* Ability Check Affinity Saboteur Strength Bonus +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Call of the Night +* Doom Laughter +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +# 96. - Sorr-Akkath Saboteur + +A support fighter, fast, cunning, and vicious. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 04 D6 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 16 | 14 | 10 | 08 | 12 | + +*Features:* +* Ability Check Affinity Saboteur Strength Bonus +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Call of the Night +* Doom Laughter +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +# 97. - Sorr-Akkath Shikkath + +A powerful armored fighter, with superior resistances and magical abilities. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 17 D10 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 21 | 14 | 18 | 10 | 12 | 16 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Call of the Night +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Spine | 1 | 9 | 1 | +| Nekkesh Blade | 1 | 11 | 1 | +# 98. - Sorr-Akkath Skirmisher + +A Sorr-Akkath ranged fighter. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 16 | 12 | 10 | 12 | 12 | + +*Features:* +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Escape +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 1 | +| Poisonous Spine | 1 | 5 | 20 | +# 99. - Sorr-Akkath Skirmisher + +A Sorr-Akkath ranged fighter. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 03 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 16 | 12 | 10 | 12 | 12 | + +*Features:* +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Shadow Escape +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 5 | 1 | +| Poisonous Spine | 1 | 5 | 20 | +# 100. - Sorr-Akkath Tshar + +The leader of the Soraks on Solasta, an ancient and powerful Acolyte of Sorr-Tarr. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 17 D10 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 14 | 20 | 18 | 16 | 16 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 8 +* Call of the Night +* Blast +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Spine | 1 | 9 | 1 | +| Nekkesh Blade | 1 | 11 | 1 | +# 101. - Sorr-Akkath Warrior + +A basic Sorr-Akkath fighter, aggressive and ruthless. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 12 | 14 | 10 | 12 | 14 | + +*Features:* +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 6 +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 4 | 1 | +| Spine | 1 | 3 | 1 | +# 102. - Sorr-Akkath Warrior + +A basic Sorr-Akkath fighter, aggressive and ruthless. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 12 | 14 | 10 | 12 | 14 | + +*Features:* +* Condition Affinity Charm Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Poison Resistance +* Child of Darkness - Darkness +* Child of Darkness - Unlit +* Movement Affinity Spider Climb +* Walk 6 +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 4 | 1 | +| Spine | 1 | 3 | 1 | +# 103. - Sorr-Tarr's Avatar + +A demigod sent by Sorr-Tarr himself in the Demon Realms to kill you! + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 22 | 15 D8 | 18.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 18 | 18 | 18 | 18 | 18 | + +*Features:* +* Condition Affinity _ Lair Effect _ Palace Of Ice Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Walk 8 +* Shadow Escape +* Blast +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Spine | 1 | 12 | 1 | +| Nekkesh Blade | 1 | 12 | 1 | +# 104. - Spectral Avenger + + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 12 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 14 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 105. - Spectral Servant + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 106. - Spectral Servant + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 107. - Spectral Servant + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 108. - Spectral Servant + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 109. - Spy + +A lawless rogue trained to spy and kill for wealthy masters. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 06 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 15 | 10 | 12 | 14 | 16 | + +*Features:* +* Cunning Action +* Sneak Attack +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 4 | 1 | +| Shortsword | 1 | 4 | 1 | +# 110. - Spy + +A lawless rogue trained to spy and kill for wealthy masters. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 06 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 15 | 10 | 12 | 14 | 16 | + +*Features:* +* Cunning Action +* Sneak Attack +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 4 | 1 | +| Shortsword | 1 | 4 | 1 | +# 111. - Talbut the Grey + + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Keen Hearing and Smell +* Keen Smell +* Damage Affinity Werewolf _ Bludgeoning Immunity +* Damage Affinity Werewolf _ Piercing Immunity +* Damage Affinity Werewolf _ Slashing Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 4 | 1 | +| Longsword | 1 | 4 | 1 | +# 112. - Thug + +Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 11 | 14 | 10 | 10 | 11 | + +*Features:* +* Pack Tactics +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 2 | 1 | +| Mace | 1 | 4 | 1 | +# 113. - Thug + +Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 05 D8 | 00.5 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 11 | 14 | 10 | 10 | 11 | + +*Features:* +* Pack Tactics +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 2 | 1 | +| Mace | 1 | 4 | 1 | +# 114. - Tuznan Anfarel + + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Greater Invisibility | Target becomes invisible for the duration, even when attacking or casting spells. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 115. - Tuznan Anfarel + + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 09 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 09 | 14 | 11 | 17 | 12 | 11 | + +*Features:* +* Walk 6 +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Fire Bolt | Launch a fire bolt. | +| 1 | Magic Missile | Strike one or more enemies with projectiles that can't miss. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 2 | Scorching Ray | Fling rays of fire at one or more enemies. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 3 | Fireball | Launch a fireball that explodes from a point of your choosing. | +| 3 | Fly | An ally you touch gains the ability to fly for a limited time. | +| 3 | Sleet Storm | Creates an area where the ground is slippery, vision is obscured, and concentration is harder. | +| 3 | Lightning Bolt | Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. | +| 4 | Greater Invisibility | Target becomes invisible for the duration, even when attacking or casting spells. | +| 4 | Cold Shield | Resistance to fire damage; attackers receive cold damage. | +| 5 | Cone of Cold | Inflicts massive cold damage in the cone of effect. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 5 | 1 | +# 116. - Unknown Human + +A human working in the Badlands, of unknown affiliation. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 13 | 12 | 12 | 10 | 11 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shortsword | 1 | 3 | 1 | +# 117. - Veteran + + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Walk 6 +* Second Wind +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 3 | 1 | +| Longsword | 1 | 5 | 1 | +| Shortsword | 1 | 5 | 1 | +# 118. - Veteran + +Veteran + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 3 | 1 | +| Longsword | 1 | 5 | 1 | +| Shortsword | 1 | 5 | 1 | +# 119. - Veteran + + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 3 | 1 | +| Longsword | 1 | 5 | 1 | +| Shortsword | 1 | 5 | 1 | +# 120. - Veteran + + +Alignment: *Chaotic Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Walk 6 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Heavy Crossbow | 1 | 3 | 1 | +| Longsword | 1 | 5 | 1 | +| Shortsword | 1 | 5 | 1 | +# 121. - Warlord + +A very experienced and powerful fighter who has gathered followers and won territories. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 21 | 13 D10 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 10 | 18 | 11 | 12 | 10 | + +*Features:* +* Attack Modifier Fighting Style Dueling +* Walk 6 +* Action Surge +* Second Wind +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longsword | 1 | 7 | 1 | +# 122. - Watchman + +A soldier posted to stop intruders. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 05 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 10 | 16 | 10 | 10 | 10 | + +*Features:* +* Condition Affinity Elf Fey Ancestry Charm +* Condition Affinity Elf Fey Ancestry Sleep +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Dagger | 1 | 2 | 1 | +| Longsword | 1 | 5 | 1 | +# 123. - Werewolf + +A shapechanger in human form, he retains some of his unnatural powers, including a fantastic resistance to non-silvered weapons. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 13 | 14 | 10 | 11 | 10 | + +*Features:* +* Keen Hearing and Smell +* Keen Smell +* Damage Affinity Werewolf _ Bludgeoning Immunity +* Damage Affinity Werewolf _ Piercing Immunity +* Damage Affinity Werewolf _ Slashing Immunity +* Walk 6 +* Moonbeam Weakness +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Light Crossbow | 1 | 4 | 1 | +| Longsword | 1 | 4 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersMonstrosity.md b/Diagnostics/Documentation/Monsters/SolastaMonstersMonstrosity.md new file mode 100644 index 0000000000..580b30882d --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersMonstrosity.md @@ -0,0 +1,1188 @@ +# 1. - Ancient Remorhaz + +This creature is a legend among the Snow Alliance. It has been roaming the Great White for generations and has devoured countless wanderers. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 19 | 21 D12 | 17.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 15 | 21 | 04 | 10 | 05 | + +*Features:* +* Condition Affinity Frightened Fear Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Hindered By Frost Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Heated Body +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Burrow 10 +* Walk 8 +* Swallow +* Regeneration +* Normal Vision +* Superior Darkvision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 11 | 1 | +# 2. - Bulette + +Also called a sand shark, this monster can burrow beneath your feet and literally eat your legs. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 09 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 11 | 21 | 02 | 10 | 05 | + +*Features:* +* Condition Affinity Prone Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 8 +* Deadly Leap +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +# 3. - Crimson Spider + +A giant spider from the underground acid lakes of the Badlands. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 13 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 16 | 16 | 06 | 06 | 08 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Acid Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Vulnerability +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Acid Bite | 1 | 8 | 1 | +| Claws | 1 | 10 | 1 | +| Acid Spit | 1 | 8 | 1 | +# 4. - Crimson Spider + +A giant spider from the underground acid lakes of the Badlands. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 13 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 16 | 16 | 06 | 06 | 08 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Acid Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Vulnerability +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 10 | 1 | +| Acid Spit | 1 | 8 | 1 | +| Acid Bite | 1 | 8 | 1 | +# 5. - Crimson Spiderling + +A small - relatively speaking - crimson spider. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 06 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 12 | 12 | 16 | 16 | 06 | 06 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Acid Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Vulnerability +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Acid Bite | 1 | 6 | 1 | +| Claws | 1 | 5 | 1 | +| Acid Spit | 1 | 6 | 1 | +# 6. - Greymane Minotaur + +From the ranks of the powerful minotaurs, Greymane arise as superior fighters and receive extra training, enough to master deadly skills, and even more strength and power than their brothers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 13 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 11 | 20 | 06 | 16 | 09 | + +*Features:* +* Condition Affinity Frightened Immunity +* Damage Affinity Bludgeoning Resistance True +* Damage Affinity Piercing Resistance True +* Damage Affinity Slashing Resistance True +* Walk 8 +* Action Surge +* Reckless +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Gore | 1 | 9 | 1 | +| Charge | 1 | 9 | 1 | +| Greataxe | 1 | 9 | 1 | +# 7. - Juggernaut + +This gigantic redeemer is clearly at the top of its family's food chain. + +Alignment: *Lawful Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 12 D8 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 16 | 16 | 12 | 10 | 10 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Frightened Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 6 +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shocking Antenna | 1 | 9 | 1 | +| Bite | 1 | 9 | 1 | +| Claws | 1 | 9 | 1 | +# 8. - Juggernaut + +This gigantic redeemer is clearly at the top of its family's food chain. + +Alignment: *Lawful Neutral* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 12 D8 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 16 | 16 | 12 | 10 | 10 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Frightened Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 6 +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shocking Antenna | 1 | 9 | 1 | +| Bite | 1 | 9 | 1 | +| Claws | 1 | 9 | 1 | +# 9. - Minotaur + +This monstrosity is the result of Manacalon wizards' efforts to create yet another race of slave creatures. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 09 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 11 | 16 | 06 | 16 | 09 | + +*Features:* +* Condition Affinity Banished By Maze Immunity +* Walk 8 +* Reckless +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Charge | 1 | 6 | 1 | +| Gore | 1 | 6 | 1 | +| Greataxe | 1 | 6 | 1 | +# 10. - Minotaur Elite + +From the ranks of the powerful minotaurs, some arise as superior fighters and receive extra training, enough to master deadly skills, and even more strength and power than their brothers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 13 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 11 | 16 | 06 | 16 | 09 | + +*Features:* +* Condition Affinity Frightened Immunity +* Walk 8 +* Reckless +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Charge | 1 | 8 | 1 | +| Gore | 1 | 8 | 1 | +| Greataxe | 1 | 8 | 1 | +# 11. - Minotaur Elite + +From the ranks of the powerful minotaurs, some arise as superior fighters and receive extra training, enough to master deadly skills, and even more strength and power than their brothers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 13 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 11 | 16 | 06 | 16 | 09 | + +*Features:* +* Condition Affinity Frightened Immunity +* Walk 8 +* Action Surge +* Reckless +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Charge | 1 | 8 | 1 | +| Gore | 1 | 8 | 1 | +| Greataxe | 1 | 8 | 1 | +# 12. - Minotaur Elite + +From the ranks of the powerful minotaurs, some arise as superior fighters and receive extra training, enough to master deadly skills, and even more strength and power than their brothers. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 13 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 11 | 16 | 06 | 16 | 09 | + +*Features:* +* Condition Affinity Frightened Immunity +* Walk 8 +* Action Surge +* Reckless +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Charge | 1 | 8 | 1 | +| Gore | 1 | 8 | 1 | +| Greataxe | 1 | 8 | 1 | +# 13. - Mutant Minotaur + +An enormous minotaur, transformed by unspeakable experiments. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 15 D10 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 11 | 18 | 07 | 10 | 09 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Slashing Resistance +* Walk 8 +* Reckless +* Regeneration +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Charge | 1 | 8 | 1 | +| Gore | 1 | 9 | 1 | +| Greataxe | 1 | 9 | 1 | +# 14. - Mutated Dire Wolf + +A magically mutated dire wolf, more aggressive and dangerous than the normal kind. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 09 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 16 | 16 | 04 | 12 | 06 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 10 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +# 15. - Peak Abomination + +These huge and brutal creatures are more dangerous even than the Peak Terrors, hunting travelers and wildlife across their cold and barren territory. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D12 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 10 | 22 | 09 | 13 | 09 | + +*Features:* +* Keen Smell +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Vulnerability +* Walk 8 +* Deadly Leap +* Cold Breath +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 6 | 1 | +| Rock | 1 | 6 | 5 | +# 16. - Peak Abomination + +These huge and brutal creatures are more dangerous even than the Peak Terrors, hunting travelers and wildlife across their cold and barren territory. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D12 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 10 | 22 | 09 | 13 | 09 | + +*Features:* +* Keen Smell +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Vulnerability +* Walk 8 +* Deadly Leap +* Cold Breath +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 6 | 1 | +| Rock | 1 | 6 | 5 | +# 17. - Peak Terror + +Brutish, furry humanoids that wander the remotest mountains in small groups, preying on whatever unfortunate creatures cross their path. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 06 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 16 | 08 | 12 | 07 | + +*Features:* +* Keen Smell +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Vulnerability +* Walk 8 +* Cold Breath +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 6 | 1 | +| Rock | 1 | 6 | 5 | +# 18. - Peak Terror + +Brutish, furry humanoids that wander the remotest mountains in small groups, preying on whatever unfortunate creatures cross their path. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 06 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 16 | 08 | 12 | 07 | + +*Features:* +* Keen Smell +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Vulnerability +* Walk 8 +* Cold Breath +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 6 | 1 | +| Rock | 1 | 6 | 5 | +# 19. - Phase Spider + +A monstrous spider able to travel freely to and from the ethereal plane. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 15 | 12 | 06 | 10 | 06 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Ethereal Jaunt +* Ethereal Jaunt +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 4 | 1 | +# 20. - Pilgrim + +A large insect that is a member of the Redeemer species, its bite is acidic and it can spray pheromones that trigger a frenzy among its ranks. + +Alignment: *Lawful Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 12 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 16 | 14 | 09 | 10 | 10 | + +*Features:* +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 6 +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +| Claws | 1 | 6 | 1 | +| Pheromone Spray | 1 | 5 | 1 | +# 21. - Remorhaz + +A monstrous insect capable of swallowing an adventurer whole! + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 17 D12 | 11.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 13 | 21 | 04 | 10 | 05 | + +*Features:* +* Condition Affinity Hindered By Frost Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Heated Body +* Burrow 10 +* Walk 6 +* Swallow +* Normal Vision +* Superior Darkvision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 11 | 1 | +# 22. - Remorhaz Offspring + +The offspring of the apex predator are terrifying little monsters. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 13 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 16 | 04 | 10 | 04 | + +*Features:* +* Condition Affinity Hindered By Frost Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Heated Body +* Burrow 10 +* Walk 6 +* Power Young Remorhaz Retaliate +* Normal Vision +* Superior Darkvision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +# 23. - Snow Bulette + +A dreadful predator of the icy lands of the Snow Alliance, able to burrow through ice and rip through any armor. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 15 D10 | 09.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 24 | 15 | 19 | 02 | 10 | 05 | + +*Features:* +* Condition Affinity Blindness Immunity +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 8 +* Deadly Leap +* Advantage on saving throws against spells +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 11 | 1 | +# 24. - Sorr-Akkath Abomination + +A very large type of Sorr-Akkath, much stronger and deadlier than its smaller comrades, and apparently less intelligent. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 11 D12 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 12 | 20 | 08 | 08 | 10 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Resistance +* Damage Affinity Sorak Abomination _ Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Walk 8 +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 8 | 1 | +# 25. - Sorr-Akkath Abomination + +A very large type of Sorr-Akkath, much stronger and deadlier than its smaller comrades, and apparently less intelligent. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 11 D12 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 12 | 20 | 08 | 08 | 10 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Resistance +* Damage Affinity Sorak Abomination _ Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Walk 8 +* Moonbeam Weakness +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 8 | 1 | +# 26. - Sorr-Akkath Devastator + +Although similar to abominations, devastators are even more dangerous! + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 15 D10 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 12 | 22 | 12 | 12 | 10 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Sorak Abomination _ Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Walk 8 +* Moonbeam Weakness +* Advantage on saving throws against spells +* Normal Vision +* Superior Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 10 | 1 | +# 27. - Sorr-Akkath Devastator + +Although similar to abominations, devastators are even more dangerous! + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 15 D10 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 22 | 12 | 22 | 12 | 12 | 10 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Frightened Immunity +* MIND CONTROLLED IMMUNITY +* DOMINATED IMMUNITY +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Sorak Abomination _ Slashing Resistance +* Prophet of Darkness - Dim +* Prophet of Darkness - Darkness +* Prophet of Darkness - Unlit +* Walk 8 +* Moonbeam Weakness +* Advantage on saving throws against spells +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Claws | 1 | 10 | 1 | +# 28. - Spider Queen + +A gigantic spider that must have lived centuries in the dark. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Huge* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 12 D12 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 14 | 22 | 06 | 06 | 08 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Restrained Spell Web Immunity +* MIND CONTROLLED IMMUNITY +* Condition Affinity Paralyzedmmunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Light Sensitive - Bright +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Walk 8 +* Normal Vision +* Superior Darkvision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +| Poison Web | 1 | 7 | 1 | +# 29. - Spiderlings + +Offspring of the Old Queen. She loves them so much that she eats them once in a while. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 12 | 03 | 03 | 05 | + +*Features:* +* Light Sensitive +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 8 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Poisonous Bite | 1 | 5 | 1 | +# 30. - Werebear + +A monstruous lycanthrope turned into a huge bear, almost impossible to hurt. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 18 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 10 | 17 | 11 | 12 | 12 | + +*Features:* +* Keen Smell +* Damage Affinity Werewolf _ Bludgeoning Immunity +* Damage Affinity Werewolf _ Piercing Immunity +* Damage Affinity Werewolf _ Slashing Immunity +* Walk 8 +* Moonbeam Weakness +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 31. - Winter Wolf + +A large arctic wolf with a cold breath attack. + +Alignment: *Neutral Evil* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 10 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 14 | 07 | 12 | 08 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Disciple Cold Immunity +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 10 +* Cold Breath +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +# 32. - Winter Wolf + +A large arctic wolf with a cold breath attack. + +Alignment: *Neutral Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 10 D10 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 13 | 14 | 07 | 12 | 08 | + +*Features:* +* Keen Hearing and Smell +* Pack Tactics +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Cold Immunity +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 10 +* Cold Breath +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +# 33. - Zealot + +A very large insect that is a member of the Redeemer species, with a capacity to attack with electric shocks. + +Alignment: *Lawful Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 12 D8 | 07.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 16 | 16 | 12 | 10 | 10 | + +*Features:* +* Condition Affinity Prone Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Movement Affinity No Special Moves +* Burrow 8 +* Walk 6 +* Darkvision +* Normal Vision +* Tremorsense + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 8 | 1 | +| Claws | 1 | 8 | 1 | +| Shocking Antenna | 1 | 8 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersPlant.md b/Diagnostics/Documentation/Monsters/SolastaMonstersPlant.md new file mode 100644 index 0000000000..8c6c97b20d --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersPlant.md @@ -0,0 +1,67 @@ +# 1. - Shambling Mound + +A huge, living plant. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 16 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 08 | 16 | 05 | 10 | 05 | + +*Features:* +* Condition Affinity Blindness Immunity +* Condition Affinity Exhaustion Immunity +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Walk 4 +* Engulf +* Blindsight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 7 | 1 | +# 2. - Shambling Mound + +A huge, living plant. + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 16 D10 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 08 | 16 | 05 | 10 | 05 | + +*Features:* +* Condition Affinity Blindness Immunity +* Condition Affinity Exhaustion Immunity +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Immunity +* Movement Affinity No Climb +* Movement Affinity No Special Moves +* Walk 4 +* Engulf +* Blindsight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Slam | 1 | 7 | 1 | + diff --git a/Diagnostics/Documentation/Monsters/SolastaMonstersUndead.md b/Diagnostics/Documentation/Monsters/SolastaMonstersUndead.md new file mode 100644 index 0000000000..dd1af42b3a --- /dev/null +++ b/Diagnostics/Documentation/Monsters/SolastaMonstersUndead.md @@ -0,0 +1,1212 @@ +# 1. - Adam the Twelfth + + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 06 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 14 | 16 | 10 | 13 | 15 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance Except Silver +* Light Sensitive - Bright +* Walk 6 +* Life Drain +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 4 | 1 | +| Longsword | 1 | 4 | 1 | +# 2. - Badlands Ghast + +A more powerful kind of ghoul, known for its terrible stench. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 08 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 17 | 10 | 11 | 10 | 08 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Necrotic Resistance +* Damage Affinity Poison Immunity +* Walk 6 +* Stench +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 3 | 1 | +| Claws | 1 | 5 | 1 | +# 3. - Badlands Wraith + +An incorporeal undead that can drain your life and hates light. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 09 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 06 | 16 | 16 | 12 | 14 | 15 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Cold Resistance +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance Except Silver +* Light Sensitive - Bright +* Fly 12 +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Life Drain | 1 | 6 | 1 | +# 4. - Brood of Blood + +Spawned by a Defiler, this is a bloodthirsty creature. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 11 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 18 | 16 | 14 | 10 | 12 | + +*Features:* +* Action Affinity Nimble Escape +* Feature/&ConditionAffinityCircleLandLandsStrideTitle +* Condition Affinity Veil Immunity +* Damage Affinity Necrotic Resistance +* Light Hypersensitive - Bright +* Light Sensitive - Dim +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 1 | +| Claws | 1 | 5 | 1 | +| Spit | 1 | 7 | 1 | +# 5. - Brood of Dread + +Spawned by a Defiler, this is a bloodthirsty creature. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 14 | 10 | 16 | 12 | + +*Features:* +* Action Affinity Nimble Escape +* Feature/&ConditionAffinityCircleLandLandsStrideTitle +* Damage Affinity Necrotic Resistance +* Light Hypersensitive - Bright +* Light Sensitive - Dim +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 1 | +| Claws | 1 | 5 | 1 | +# 6. - Brood of Dread + +Spawned by a Defiler, this is a bloodthirsty creature. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 14 | 10 | 16 | 12 | + +*Features:* +* Action Affinity Nimble Escape +* Feature/&ConditionAffinityCircleLandLandsStrideTitle +* Damage Affinity Necrotic Resistance +* Light Hypersensitive - Bright +* Light Sensitive - Dim +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 1 | +| Claws | 1 | 5 | 1 | +# 7. - Brood of Dread + +Spawned by a Defiler, this is a bloodthirsty creature. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 11 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 16 | 14 | 10 | 16 | 12 | + +*Features:* +* Action Affinity Nimble Escape +* Feature/&ConditionAffinityCircleLandLandsStrideTitle +* Condition Affinity Veil Immunity +* Damage Affinity Necrotic Resistance +* Light Hypersensitive - Bright +* Light Sensitive - Dim +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 5 | 1 | +| Claws | 1 | 5 | 1 | +# 8. - Brood of Flesh + +Spawned by a Defiler, this is a bloodthirsty creature. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 11 D8 | 05.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 18 | 11 | 10 | 12 | + +*Features:* +* Action Affinity Nimble Escape +* Feature/&ConditionAffinityCircleLandLandsStrideTitle +* Condition Affinity Veil Immunity +* Damage Affinity Necrotic Resistance +* Light Hypersensitive - Bright +* Light Sensitive - Dim +* Movement Affinity Spider Climb +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 7 | 1 | +| Claws | 1 | 7 | 1 | +# 9. - Emperor Laethar + +A powerful, ethereal undead creature. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 17 D8 | 10.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 12 | 24 | 20 | 10 | 16 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Resistance +* Fly 8 +* Walk 8 +* Darkvision +* Normal Vision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 10. - Ghost Wolf + +A dead wolf raised by necromantic power. + +Alignment: *Unaligned* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 09 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 18 | 18 | 04 | 08 | 12 | + +*Features:* +* Keen Hearing and Smell +* Keen Smell +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Movement Affinity No Climb +* Movement Affinity No Vault +* Walk 8 +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 6 | 1 | +# 11. - Ghoul + +A ravenous undead creature, constantly searching for flesh to eat. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 05 D8 | 01.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 13 | 15 | 10 | 07 | 10 | 06 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Bite | 1 | 2 | 1 | +| Claws | 1 | 4 | 1 | +# 12. - Hendeolas Anfarel + +The leader of the Rebellion is actually… a mummy lord! + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 17 | 13 D8 | 15.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 10 | 17 | 11 | 18 | 16 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Poison Immunity +* Damage Affinity Fire Vulnerability +* Damage Affinity Mummy Lord _ Bludgeoning Immunity +* Damage Affinity Mummy Lord _ Piercing Immunity +* Damage Affinity Mummy Lord _ Slashing Immunity +* Damage Affinity Necrotic Immunity +* Damage Affinity Poison Immunity +* Walk 4 +* Dreadful Glare +* Advantage on saving throws against spells +* Darkvision +* Normal Vision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 1 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 1 | Silence | Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components. | +| 2 | Misty Step | Teleports you to a free cell you can see, no more than 6 cells away. | +| 3 | Counterspell | Interrupt an enemy's spellcasting. | +| 5 | Filth Fever | The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. | +| 5 | Flesh Rot | The creature has disadvantage on Charisma checks and is vulnerable to all damage. | +| 5 | Mindfire | The creature has disadvantage on Intelligence checks and Intelligence saving throws, and behaves as if under the effects of the confusion spell during combat. | +| 5 | Insect Plague | Summons a sphere of biting insects. | +| 6 | Harm | Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Rotting Fist | 1 | 9 | 1 | +# 13. - Mummy + +A powerful undead creature, preserved for the afterlife. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 09 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 16 | 08 | 15 | 06 | 10 | 12 | + +*Features:* +* Condition Affinity Calm Emotion Charmed Immunity +* Condition Affinity Calm Emotion Frightened Immunity +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Frightened Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Fire Vulnerability +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 4 +* Dreadful Glare +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Rotting Fist | 1 | 5 | 1 | +# 14. - Ogre Zombie + +An ogre that has been raised by necromantic power. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 08 | 09 D10 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 19 | 06 | 18 | 03 | 06 | 05 | + +*Features:* +* Condition Affinity Poison Immunity +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Greatclub | 1 | 6 | 1 | +# 15. - Skeletal Enforcer + +A powerful undead creature armed with an axe and a shield. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 05 D8 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 14 | 14 | 15 | 06 | 08 | 05 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Poison Immunity +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Battleaxe | 1 | 4 | 1 | +| Pebble | 1 | 2 | 1 | +# 16. - Skeletal Knight + +A powerful undead creature, created by raising a dead knight. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 16 | 07 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 17 | 06 | 08 | 10 | + +*Features:* +* Shield Swipe +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longsword | 1 | 6 | 1 | +# 17. - Skeletal Marksman + +A powerful skeleton archer that shoots magical arrows imbued with necrotic magic. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 07 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 16 | 06 | 08 | 10 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Necrotic Arrow | 1 | 5 | 1 | +| Rusty Shortsword | 1 | 5 | 1 | +# 18. - Skeletal Sorcerer + +A powerful undead creature with necromantic powers. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D6 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 12 | 16 | 15 | 08 | 08 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Walk 6 +* Normal Vision +* Superior Darkvision + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | +| 1 | Bane | Reduce your enemies' attack and saving throws for a limited time. | +| 1 | Inflict Wounds | Deal necrotic damage to an enemy you hit. | +| 1 | Thunderwave | Emit a wave of force that causes damage and pushes creatures and objects away. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | +| 3 | Hypnotic Pattern | Charms enemies to make them harmless until attacked, but also affects allies in range. | +| 3 | Fear | Frighten creatures and force them to flee. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Vampiric Touch | Grants you a life-draining melee attack for one minute. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 2 | 1 | +# 19. - Skeletal Sorcerer + +A powerful undead creature with necromantic powers. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 05 D6 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 12 | 16 | 15 | 08 | 08 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Walk 6 +* Normal Vision +* See Invisibility +* Superior Darkvision +* Truesight + +*Spells:* +| Level | Spell | Description | +| ----- | ----- | ----------- | +| 0 | Chill Touch | Deal damage to one enemy and prevent healing for a limited time. | +| 0 | Shocking Grasp | Damage and daze an enemy on a successful touch. | +| 0 | Ray of Frost | Launch a freezing ray at an enemy to damage and slow them. | +| 1 | Bane | Reduce your enemies' attack and saving throws for a limited time. | +| 1 | Inflict Wounds | Deal necrotic damage to an enemy you hit. | +| 1 | Thunderwave | Emit a wave of force that causes damage and pushes creatures and objects away. | +| 1 | Shield | Increase your AC by 5 just before you would take a hit. | +| 2 | Hold Person | Paralyze a humanoid you can see for a limited time. | +| 2 | Ray of Enfeeblement | Weaken an enemy so they deal less damage for one minute. | +| 3 | Hypnotic Pattern | Charms enemies to make them harmless until attacked, but also affects allies in range. | +| 3 | Fear | Frighten creatures and force them to flee. | +| 3 | Slow | Slows and impairs the actions of up to 6 creatures. | +| 3 | Vampiric Touch | Grants you a life-draining melee attack for one minute. | + + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Quarterstaff | 1 | 2 | 1 | +# 20. - Skeleton + +Skeletons are animated by dark magic. They used to be living creatures but are now empty shells of hate, arisen from tombs or battlefields and craving for life… to kill. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 14 | 15 | 06 | 08 | 05 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 4 | 1 | +# 21. - Skeleton + +Skeletons are animated by dark magic. They used to be living creatures but are now empty shells of hate, arisen from tombs or battlefields and craving for life… to kill. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 14 | 15 | 06 | 08 | 05 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Scimitar | 1 | 4 | 1 | +# 22. - Skeleton Archer + +Skeletons are animated by dark magic. They used to be living creatures but are now empty shells of hate, arisen from tombs or battlefields and craving for life… to kill. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 13 | 02 D8 | 00.3 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 14 | 15 | 06 | 08 | 05 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Vulnerability +* Damage Affinity Poison Immunity +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Shortbow | 1 | 3 | 1 | +| Shortsword | 1 | 4 | 1 | +# 23. - Spectral Avenger + +A powerful, ethereal undead creature. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Resistance +* Fly 8 +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 24. - Spectral Avenger + +A powerful, ethereal undead creature. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 12 | 10 D8 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 14 | 10 | 10 | 16 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Resistance +* Fly 8 +* Walk 8 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Touch | 1 | 5 | 1 | +# 25. - Spectral Minotaur + +Such dreadful creatures can only be created by twisted necromancers, who wish to prolong a minotaur's slavery indefinitely - in death. + +Alignment: *Chaotic Evil* + +Dungeon Maker: *YES* + +Size: *Large* +| AC | HD | CR | +| ---- | ------ | ---- | +| 15 | 13 D10 | 08.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 20 | 12 | 18 | 06 | 16 | 12 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Charm Immunity Hypnotic Pattern +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Resistance +* Walk 8 +* Reckless +* Normal Vision +* Superior Darkvision +* Truesight + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Charge | 1 | 8 | 1 | +| Gore | 1 | 8 | 1 | +| Necrotic Greataxe | 1 | 8 | 1 | +# 26. - Spectral Servant + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Immunity +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Resistance +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Blade | 1 | 5 | 1 | +# 27. - Spectral Servant + + +Alignment: *Neutral* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 11 | 10 D8 | 04.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 07 | 13 | 10 | 10 | 12 | 17 | + +*Features:* +* Condition Affinity Charm Immunity +* Condition Affinity Exhaustion Immunity +* Condition Affinity Frightened Immunity +* Condition Affinity Grappled Immunity +* Condition Affinity Hindered By Frost Immunity +* Condition Affinity Paralyzedmmunity +* Condition Affinity Petrified Immunity +* Condition Affinity Poison Immunity +* Condition Affinity Prone Immunity +* Condition Affinity Restrainedmmunity +* Damage Affinity Acid Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Immunity +* Damage Affinity Fire Resistance +* Damage Affinity Lightning Resistance +* Damage Affinity Necrotic Immunity +* Damage Affinity Piercing Resistance +* Damage Affinity Slashing Resistance +* Damage Affinity Thunder Resistance +* Fly 6 +* Walk 6 +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Withering Blade | 1 | 5 | 1 | +# 28. - Spectral Spider + +Dead Badlands spiders somehow transformed into undead. + +Alignment: *Neutral* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 05 D6 | 02.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 10 | 16 | 13 | 02 | 11 | 04 | + +*Features:* +* Condition Affinity Grappled Restrained Spell Web Immunity +* Condition Affinity Prone Immunity +* Resistant to cold weather +* Resistant to cold weather +* Blizzard Resistance +* Damage Affinity Bludgeoning Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Cold Resistance +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance +* Damage Affinity Radiant Vulnerability +* Damage Affinity Slashing Resistance +* Movement Affinity No Special Moves +* Movement Affinity Spider Climb +* Walk 6 +* Blindsight +* Darkvision +* Normal Vision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Necrotic Bite | 1 | 5 | 1 | +# 29. - Wight + +A Wight + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 14 | 06 D8 | 03.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 15 | 14 | 16 | 10 | 13 | 15 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Necrotic Resistance +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance Except Silver +* Light Sensitive - Bright +* Walk 6 +* Life Drain +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Longbow | 1 | 4 | 1 | +| Longsword | 1 | 4 | 1 | +# 30. - Wight Lord + +A powerful wight, trained to withstand the light of day. + +Alignment: *Lawful Evil* + +Dungeon Maker: *YES* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 16 | 10 | 13 | 15 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance Except Silver +* Necrotic Aura +* Walk 6 +* Circle of Death +* Power Wight Lord Retaliate +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Necrotic Arrow | 1 | 5 | 1 | +| Necrotic Blade | 1 | 7 | 1 | +# 31. - Wight Lord + +A powerful wight, trained to withstand the light of day. + +Alignment: *Lawful Evil* + +Dungeon Maker: *NO* + +Size: *Medium* +| AC | HD | CR | +| ---- | ------ | ---- | +| 18 | 11 D10 | 06.0 | + +| Str | Dex | Con | Int | Wis | Cha | +| --- | --- | --- | --- | --- | --- | +| 18 | 14 | 16 | 10 | 13 | 15 | + +*Features:* +* Condition Affinity Exhaustion Immunity +* Condition Affinity Poison Immunity +* Damage Affinity Bludgeoning Resistance Except Silver +* Damage Affinity Piercing Resistance Except Silver +* Damage Affinity Poison Immunity +* Damage Affinity Slashing Resistance Except Silver +* Necrotic Aura +* Walk 6 +* Circle of Death +* Power Wight Lord Retaliate +* Advantage on saving throws against spells +* Darkvision + +*Attacks:* +| Type | Reach | Hit Bonus | Max Uses | +| ---- | ----- | --------- | -------- | +| Necrotic Arrow | 1 | 5 | 1 | +| Necrotic Blade | 1 | 7 | 1 | + diff --git a/Diagnostics/Documentation/Races.md b/Diagnostics/Documentation/Races.md new file mode 100644 index 0000000000..75e831e37f --- /dev/null +++ b/Diagnostics/Documentation/Races.md @@ -0,0 +1,541 @@ +# 1. - Aasimar [UB] + +Aasimar are divine creations formed in the shape of men to perform the will of their Deities. When they mature, they are able to take an Angelic Form depending on their nature. + + +### Level 1 + +* Ability Score Increase + +Charisma +2, increase 1 other score by 1 point. + +* Angelic Form + +When you reach 3rd level, you can choose an Angelic Form. All Angelic forms use your bonus action. Once you use this power, you cannot use it until you finish a long rest: +• Angelic Flight: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. You also gain flying speed equal to your movement speed. +• Angelic Radiance: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. On the end of each of your turn, you deal 1d4 Radiant damage to enemies 10 feat around you. This damage increases to 1d6, 1d8, 1d10, and 1d12 every four levels. +• Angelic Visage: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. On activation, every enemy need to roll Charisma saving throw against 8 + your proficiency bonus + Charisma modifier, or be frightened until the end of your next turn. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Divine Resistance + +You are resistant to Radiant and Necrotic damage. + +* Healing Touch + +You can use your Action to heal an ally you can touch. The target will regain HP equal to your character level. Once you use this power, you can't use it again until you finish a long rest. + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + +* Aasimar Magic + +You know the Light cantrip. + + +### Level 3 + +* Angelic Form + +You may choose one of Aasimar's Angelic Forms. + + + +# 2. - Dwarf [SOL] + +One of the ancient dwellers of Solasta, dwarves are naturally skilled miners and craftsmen. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions. + + +### Level 1 + +* Ability Score Increase + +Constitution + 2 + +* Dwarven Combat Training + +Proficient with Battleaxe,Handaxe,Warhammer. + +* Dwarven Resilience + +Saving throw advantage against poison + Resistance to poison damage + +* Heavy Armor Training + +Unaffected by heavy armor penalties. + +* Move + +5◎ + + + +# 3. - Elf [SOL] + +Elves are some of the most ancient dwellers on Solasta, and used to rule a powerful empire before the Cataclysm. They are naturally gifted with magic, agile, and fast. They have innate resistances and keen senses. + + +### Level 1 + +* Ability Score Increase + +Dexterity + 2 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Fey Ancestry + +Saving throw advantage against Charm + Immunity to magical sleep + +* Keen Senses + +Proficient with the Perception skill. + +* Trance + +4 hours of meditation are sufficient to rest. + + + +# 4. - Fairy [UB] + +The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. + + +### Level 1 + +* Ability Scores + +Dexterity +2, Intelligence, Wisdom or Charisma +1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Flight + +As an action, you can give yourself a flying speed equal to your walking speed. You can't use this if you're wearing medium or heavy armor. + +* Languages + +Common, Elvish + +* Move + +6◎ + +* Fairy Magic + +You know the Word of Radiance cantrip. At 3rd level you learn Faerie Fire and at 5th level, Color Burst. Both can be used once per long rest. + + + +# 5. - Firbolg [UB] + +Filborgs are half-giants living in the frozen highlands of Solasta. They are crafty, cautious, reclusive, distrust most humanoids except elves and prefer to live far from civilization in tight-knit clans. If pressed into battle, filborgs demonstrate formidable skills with weapons and nature magic. + + +### Level 1 + +* Attribute Increase + +Strength +1 + +* Attribute Increase + +Wisdom +2 + +* Language + +Common, Elvish and Giant. + +* Move + +6◎ + +* Powerful Build + +You count your size as Large when determining your carrying capacity. + +* Vanish + +As a bonus action, you can magically turn invisible for 1 round. This invisibility breaks if you take any offensive action. Once you use this ability, you can't use it again until you finish a short or long rest. + +* Druidic Magic + +You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it. + + + +# 6. - Gnome [SOL] + +Originating from the mountains bordering the Inner Sea, gnomes + are by preference underground-dwellers. Where dwarves have mastered dourness + and seriousness, life underground gave gnomes a zest for life shown in their + humor, and flexible approach to honor and morality. The only trait they share + with dwarves is a fascination for tinkering. + + +### Level 1 + +* Ability Score Increase + +Intelligence + 2 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Gnome Cunning + +You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + +* Move + +5◎ + + + +# 7. - Goliath [UB] + +Goliaths share ancestry with the giants that live in the northern regions of Solasta. + + +### Level 1 + +* Attribute Increase + +Strength +2 + +* Attribute Increase + +Constitution +1 + +* Hot-Blooded + +You have resistance to cold damage. You are immune to the effects of moderately cold weather. You are also Chilled instead of Frozen in colder weather. + +* Language + +Common and Giant. + +* Move + +6◎ + +* Natural Athlete + +You have proficiency in the Athletics skill. + +* Powerful Build + +You count your size as Large when determining your carrying capacity. + +* Stone's Endurance + +When you are attacked, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + + + +# 8. - Halfling [SOL] + +The original halflings evolved in the marshes on the northeastern part of Solasta, before spreading south, following the river, and reaching the sea. They are short and nimble, and known for their bravery despite their size. + + +### Level 1 + +* Ability Score Increase + +Dexterity + 2 + +* Brave + +Advantage on saving throws against being frightened + +* Halfling Nimbleness + +You can move through the space of any creature that is of a larger size than you. + +* Lucky + +When you roll a 1 on an attack roll, ability check, or saving throw, reroll and use the new roll. + +* Move + +5◎ + + + +# 9. - Imp [UB] + +Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature. + + +### Level 1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + + + +# 10. - Kobold [UB] + +Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn. + + +### Level 1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common, Draconic. + +* Move + +6◎ + + + +# 11. - Lizardfolk [UB] + +The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders. + + +### Level 1 + +* Ability Score Increase + +Use three boosts on ability scores in any combination of your choosing. + +* Claws + +You can use your claws to make an unarmed strike. Attacking with them deal 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Feeding Claws + +You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your claws. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + +* Natural Armor + +When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor. + +* Nature's Intuition + +You are proficient with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, Survival. + + + +# 12. - Oni [UB] + +Oni are Demon-like creatures from far eastern island kingdom of Himoto. They came to Solasta through activated major gates. + + +### Level 1 + +* Attribute Increase + +Strength +2, Wisdom +1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + +* Ogre Might + +You are proficient with Martial Weapons. + +* Third-eye + +You have proficiency with Perception skill. + +* Ogre Magic + +At 3rd level, you can cast Thunderous Smite once per long rest. Wisdom is your spellcasting ability for it. + + + +# 13. - Warforged [UB] + +The battleborn are results of arcane experiments, blending flesh, alchemy and magic to create perfect battlefield soldiers. Created to serve as weapons, they must now find a purpose beyond war. A battleborn can be a loyal ally, a cold-hearted killing machine, or a wandering soul-searching for purpose and meaning. + + +### Level 1 + +* Ability Score Increase + +Constitution +2, increase 1 other score by 1 point. + +* Arcane Resilience + +You were created to have remarkable fortitude, represented by the following benefits: +• You gain a +1 bonus to AC. +• You have advantage on saving throws against being poisoned, and you have resistance to poison damage. +• You are immune to disease. +• You don't need to sleep, and magic can't put you to sleep. + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + +* Specialized Infusion + +You gain one skill proficiency and one tool proficiency of your choice. + + + +# 14. - Wendigo [UB] + +Wendigos arrived in Solasta through the rift during the Cataclysm. Stealthy despite their size, Wendigos would lunge at unsuspecting victims with their long arms. + + +### Level 1 + +* Attribute Increase + +Strength +2 + +* Attribute Increase + +Dexterity +1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Language + +Common and Goblin. + +* Move + +6◎ + +* Natural Lunger + +Your melee attack increases by 5 feet. Should not stack with features that increase melee range. + +* Powerful Build + +You count your size as Large when determining your carrying capacity. + +* Stalker + +You have proficiency in Stealth skill. + +* Sucker Punch + +On the first round of combat, if you hit a creature with an attack roll, and it's initiative is lower than you, the creature takes an extra 2d6 damage. + + + +# 15. - Wildling [UB] + +Wildlings are offsprings of humans and tieflings that mostly inherited the tiefling parent's feral characteristics. Different in looks and nature, wildlings have spent most of their lives in forests or other less inhabited regions of Solasta as self-sufficient hunters and travelers. + + +### Level 1 + +* Ability Score Increase + +Dexterity +2, Charisma +1 + +* Claws + +You can use your claws to make unarmed strike. Attacking with them deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Expert Climber + +Your climbing speed is same as your walking speed. + +* Feral Agility + +Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + +* Natural Instincts + +You have proficiency in Perception and Stealth skills. + + + +# 16. - Wyrmkin [UB] + +Wyrmkins are larger cousins of Dragonborns descended from another race of dragons. Unlike Dragonborns, they can see in the dark. + + +### Level 1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common, Draconic. + +* Move + +6◎ + + + + diff --git a/Diagnostics/Documentation/Spells.md b/Diagnostics/Documentation/Spells.md new file mode 100644 index 0000000000..ae0a829007 --- /dev/null +++ b/Diagnostics/Documentation/Spells.md @@ -0,0 +1,1993 @@ +# 1. - Acid Claws (S) level 0 Transmutation [UB] + +**[Druid]** + +Your fingernails sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 ft of you. On a hit, the target takes 1d8 acid damage and has AC lowered by 1 for 1 round (not stacking). + +# 2. - Acid Splash (V,S) level 0 Conjuration [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Launch an acid bolt. + +# 3. - Annoying Bee (V,S) level 0 Illusion [SOL] + +**[Druid, Sorcerer, Wizard]** + +The target sees an illusional bee harassing them and has disadvantage on concentration checks until the start of their next turn. + +# 4. - *Blade Ward* © (V,S) level 0 Abjuration [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +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. + +# 5. - *Booming Blade* © (M,S) level 0 Evocation [UB] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft distance. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 ft or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th and 17th levels. + +# 6. - Chill Touch (V,S) level 0 Necromancy [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Deal damage to one enemy and prevent healing for a limited time. + +# 7. - *Create Bonfire* © (V,S) level 0 Conjuration [Concentration] [UB] + +**[Artificer, Druid, Sorcerer, Warlock, Wizard]** + +You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space or ends its turn there. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 8. - Dancing Lights (V,S) level 0 Evocation [Concentration] [SOL] + +**[Bard, Sorcerer, Wizard]** + +Create dancing lights that move at your command. + +# 9. - Dazzle (S) level 0 Illusion [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Lower a target's AC and prevent reaction until the start of its next turn. + +# 10. - Eldritch Blast (V,S) level 0 Evocation [SOL] + +**[Warlock]** + +Unleash a beam of crackling energy with a ranged spell attack against the target. On a hit, it takes 1d10 force damage. + +# 11. - Fire Bolt (V,S) level 0 Evocation [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Launch a fire bolt. + +# 12. - *Green-Flame Blade* © (M,S) level 0 Evocation [UB] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft distance. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 ft of it. The second creature takes fire damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th and 17th levels. + +# 13. - Guidance (V,S) level 0 Divination [Concentration] [SOL] + +**[Artificer, Cleric, Druid]** + +Increase an ally's ability checks for a limited time. + +# 14. - *Gust* © (V,S) level 0 Transmutation [UB] + +**[Druid, Sorcerer, Wizard]** + +Fire a blast of focused air at your target. + +# 15. - Illuminating Sphere (V,S) level 0 Enchantment [UB] + +**[Bard, Sorcerer, Wizard]** + +Causes light sources such as torches and mana lamps in the area of effect to light up. + +# 16. - *Infestation* © (V,S) level 0 Conjuration [UB] + +**[Druid, Sorcerer, Warlock, Wizard]** + +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 ft in a random direction. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 17. - Light (V) level 0 Evocation [SOL] + +**[Bard, Cleric, Sorcerer, Wizard]** + +An object you can touch emits a powerful light for a limited time. + +# 18. - *Lightning Lure* © (V) level 0 Evocation [UB] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft of you. The target must succeed on a Strength saving throw or be pulled up to 10 ft in a straight line toward you and then take 1d8 lightning damage. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 19. - *Mind Sliver* © (V) level 0 Enchantment [UB] + +**[Sorcerer, Warlock, Wizard]** + +You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. + +# 20. - Minor Lifesteal (V,S) level 0 Necromancy [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +You drain vital energy from a nearby enemy creature. Make a melee spell attack against a creature within 5 ft of you. On a hit, the creature takes 1d6 necrotic damage, and you heal for half the damage dealt (rounded down). This spell has no effect on undead and constructs. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 21. - Poison Spray (V,S) level 0 Conjuration [SOL] + +**[Artificer, Druid, Sorcerer, Warlock, Wizard]** + +Fire a poison spray at an enemy you can see, within range. + +# 22. - *Primal Savagery* © (S) level 0 Transmutation [UB] + +**[Druid]** + +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 ft of you. On a hit, the target takes 1d10 acid damage. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 23. - Produce Flame (V,S) level 0 Conjuration [SOL] + +**[Druid]** + +Conjures a flickering flame in your hand, which generates light or can be hurled to inflict fire damage. + +# 24. - Ray of Frost (V,S) level 0 Evocation [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Launch a freezing ray at an enemy to damage and slow them. + +# 25. - Resistance (V,S) level 0 Abjuration [Concentration] [SOL] + +**[Artificer, Cleric, Druid]** + +Grant an ally a one-time bonus to saving throws. + +# 26. - Sacred Flame (V,S) level 0 Evocation [SOL] + +**[Cleric]** + +Strike an enemy with radiant damage. + +# 27. - *Sapping Sting* © (V,S) level 0 Necromancy [UB] + +**[Wizard]** + +You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. + +# 28. - Shadow Armor (V,S) level 0 Abjuration [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Grants 3 temporary hit points for one minute. + +# 29. - Shadow Dagger (V,S) level 0 Illusion [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Launches an illusionary dagger that causes psychic damage. + +# 30. - Shillelagh (V,S) level 0 Transmutation [SOL] + +**[Druid]** + +Conjures a magical club whose attacks are magical and use your spellcasting ability instead of strength. + +# 31. - Shine (V,S) level 0 Conjuration [SOL] + +**[Cleric, Sorcerer, Wizard]** + +An enemy you can see becomes luminous for a while. + +# 32. - Shocking Grasp (V,S) level 0 Evocation [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Damage and daze an enemy on a successful touch. + +# 33. - Spare the Dying (S) level 0 Necromancy [SOL] + +**[Artificer, Cleric]** + +Touch a dying ally to stabilize them. + +# 34. - Sparkle (V,S) level 0 Enchantment [SOL] + +**[Bard, Cleric, Druid, Sorcerer, Warlock, Wizard]** + +Target up to three objects that can be illuminated and light them up immediately. + +# 35. - *Starry Wisp* © (V,S) level 0 Evocation [UB] + +**[Bard, Druid]** + +You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 36. - Sunlit Blade (M,S) level 0 Evocation [UB] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft distance. On a hit, the target suffers the weapon attack's normal effects, and is enveloped in glowing radiant energy, shedding dim light for the turn. Next attack against this creature while it is highlighted is done with advantage. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target. The damage increases by another 1d8 at 11th and 17th levels. + +# 37. - *Sword Burst* © (V,S) level 0 Enchantment [UB] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 ft of you must each succeed on a Dexterity saving throw or take 1d6 force damage. + +# 38. - *Thorn Whip* © (V,S) level 0 Transmutation [UB] + +**[Artificer, Druid]** + +You create a long, whip-like vine covered in thorns that lashes out at your command toward a creature in range. Make a ranged spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and you pull the creature up to 10 ft closer to you. + +# 39. - *Thunderclap* © (V,S) level 0 Evocation [UB] + +**[Artificer, Bard, Druid, Sorcerer, Warlock, Wizard]** + +Create a burst of thundering sound, forcing creatures adjacent to you to make a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by an additional die at 5th, 11th and 17th level. + +# 40. - *Toll the Dead* © (V,S) level 0 Necromancy [UB] + +**[Cleric, Warlock, Wizard]** + +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 1d6 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. + +# 41. - True Strike (S) level 0 Divination [Concentration] [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Increases your chance to hit a target you can see, one time. + +# 42. - Venomous Spike (V,S) level 0 Enchantment [SOL] + +**[Druid]** + +A bone spike that pierces and poisons its target. + +# 43. - Vicious Mockery (V) level 0 Enchantment [SOL] + +**[Bard]** + +Unleash a torrent of magically-enhanced insults on a creature you can see. It must make a successful wisdom saving throw, or take psychic damage and have disadvantage on its next attack roll. The effect lasts until the end of its next turn. + +# 44. - *Word of Radiance* © (V) level 0 Evocation [UB] + +**[Cleric]** + +Create a brilliant flash of shimmering light, damaging all enemies around you. + +# 45. - Wrack (V,S) level 0 Necromancy [UB] + +**[Cleric]** + +Unleash a wave of crippling pain at a creature within range. The target must make a Constitution saving throw or take 1d6 necrotic damage, and preventing them from dashing or disengaging. + +# 46. - *Absorb Elements* © (S) level 1 Abjuration [UB] + +**[Druid, Ranger, Sorcerer, Wizard]** + +The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. + +# 47. - Animal Friendship (V,S) level 1 Enchantment [SOL] + +**[Bard, Druid, Ranger]** + +Choose a beast that you can see within the spell's range. The beast must make a Wisdom saving throw or be charmed for the spell's duration. + +# 48. - *Armor of Agathys* © (V,S) level 1 Abjuration [UB] + +**[Warlock]** + +A protective elemental skin envelops you, covering you and your gear. You gain 5 temporary hit points per spell level for the duration. In addition, if a creature hits you with a melee attack while you have these temporary hit points, the creature takes 5 cold damage per spell level. + +# 49. - *Arms of Hadar* © (V,S) level 1 Evocation [UB] + +**[Warlock]** + +You invoke the power of malevolent forces. 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 the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect. 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. + +# 50. - Bane (V,S) level 1 Enchantment [Concentration] [SOL] + +**[Bard, Cleric]** + +Reduce your enemies' attack and saving throws for a limited time. + +# 51. - Bless (V,S) level 1 Enchantment [Concentration] [SOL] + +**[Cleric, Paladin]** + +Increase your allies' saving throws and attack rolls for a limited time. + +# 52. - Burning Hands (V,S) level 1 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Spray a cone of fire in front of you. + +# 53. - Caustic Zap (V,S) level 1 Evocation [UB] + +**[Artificer, Sorcerer, Wizard]** + +You send a jolt of green energy toward the target momentarily disorientating them as the spell burn some of their armor. The spell targets one enemy with a spell attack and deals 1d4 acid and 1d6 lightning damage and applies the dazzled condition. + +# 54. - *Chaos Bolt* © (V,S) level 1 Evocation [UB] + +**[Sorcerer]** + +Make a ranged spell attack against a 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: +1: ◰ Acid 2: ◲ Cold +3: ◳ Fire 4: ◴ Force +5: ◵ Lightning 6: ◸ Poison +7: ◹ Psychic 8: ◼ Thunder +If you roll the same number on both d8s, you can use your free action to target a different creature of your choice. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be damaged only once by each casting of this spell. + +# 55. - Charm Person (V,S) level 1 Enchantment [SOL] + +**[Bard, Druid, Sorcerer, Warlock, Wizard]** + +Makes an ally of an enemy. + +# 56. - *Chromatic Orb* © (M,V,S) level 1 Evocation [UB] + +**[Sorcerer, Wizard]** + +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. + +# 57. - Color Spray (V,S) level 1 Illusion [SOL] + +**[Sorcerer, Wizard]** + +Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. + +# 58. - *Command* © (V) level 1 Enchantment [UB] + +**[Bard, Cleric, Paladin]** + +You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. +You can only command creatures you share a language with. Humanoids are considered knowing Common. To command a non-humanoid creature, you must know Draconic for Dragons, Elvish for Fey, Giant for Giants, Infernal for Fiends and Terran for Elementals. +Cannot target Undead or Surprised creatures. + +# 59. - Comprehend Languages (V,S) level 1 Divination [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +For the duration of the spell, you understand the literal meaning of any spoken words that you hear. + +# 60. - Cure Wounds (V,S) level 1 Evocation [SOL] + +**[Artificer, Bard, Cleric, Druid, Paladin, Ranger]** + +Heal an ally by touch. + +# 61. - Detect Evil and Good (V,S) level 1 Divination [Concentration] [SOL] + +**[Cleric, Paladin]** + +Detect nearby creatures of evil or good nature. + +# 62. - Detect Magic (V,S) level 1 Divination [Concentration] [SOL] + +**[Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard]** + +Detect nearby magic objects or creatures. + +# 63. - Detect Poison and Disease (V,S) level 1 Divination [Concentration] [SOL] + +**[Druid]** + +TMP For the duration you sense the presence and location of poisonous creatures and diseases within 6 cells of you. + +# 64. - *Dissonant Whispers* © (V) level 1 Enchantment [UB] + +**[Bard]** + +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. 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. + +# 65. - Divine Favor (V,S) level 1 Evocation [Concentration] [SOL] + +**[Paladin]** + +Gain additional radiant damage for a limited time. + +# 66. - *Earth Tremor* © (V,S) level 1 Evocation [UB] + +**[Bard, Druid, Sorcerer, Wizard]** + +You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand. + +# 67. - *Ensnaring Strike* © (V) level 1 Conjuration [Concentration] [UB] + +**[Ranger]** + +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.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 can use its action to make a Strength check against your spell save DC. + +# 68. - Entangle (V,S) level 1 Conjuration [Concentration] [SOL] + +**[Druid]** + +Creatures in a four-cell square area are restrained if they fail a STR saving throw + +# 69. - Expeditious Retreat (V,S) level 1 Transmutation [Concentration] [SOL] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +Gain movement points and become able to dash as a bonus action for a limited time. + +# 70. - Faerie Fire (V) level 1 Evocation [Concentration] [SOL] + +**[Artificer, Bard, Druid]** + +Highlight creatures to give advantage to anyone attacking them. + +# 71. - False Life (V,S) level 1 Necromancy [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Gain a few temporary hit points for a limited time. + +# 72. - Feather Fall (V) level 1 Transmutation [SOL] + +**[Artificer, Bard, Sorcerer, Wizard]** + +Provide a safe landing when you or an ally falls. + +# 73. - *Find Familiar* © (V,S) level 1 Conjuration [UB] + +**[Wizard]** + +You gain the service of a familiar. The familiar can use the help action, and you can cast any touch or melee hit spell through the familiar. + +# 74. - Fog Cloud (V,S) level 1 Conjuration [Concentration] [SOL] + +**[Druid, Ranger, Sorcerer, Wizard]** + +Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight. + +# 75. - *Gift of Alacrity* © (V,S) level 1 Divination [UB] + +**[Wizard]** + +You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. + +# 76. - Goodberry (V,S) level 1 Transmutation [SOL] + +**[Druid, Ranger]** + +Creates 10 berries infused with magic. Eating a berry restores 1 hit point and provides sustenance for a long rest. Berries vanish after a long rest. + +# 77. - Grease (V,S) level 1 Conjuration [SOL] + +**[Artificer, Wizard]** + +Cover an area of 2 x 2 cells with grease. Creatures trying to cross it may fall prone. + +# 78. - Guiding Bolt (V,S) level 1 Evocation [SOL] + +**[Cleric]** + +Launch a radiant attack against an enemy and make them easy to hit. + +# 79. - *Hail of Thorns* © (V) level 1 Conjuration [Concentration] [UB] + +**[Ranger]** + +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. + +# 80. - Healing Word (V) level 1 Evocation [SOL] + +**[Bard, Cleric, Druid]** + +Heal an ally you can see. + +# 81. - Hellish Rebuke (V,S) level 1 Evocation [SOL] + +**[Warlock]** + +When you are damaged by a creature within range, you can use your reaction to inflict fire damage back. + +# 82. - Heroism (V,S) level 1 Enchantment [Concentration] [SOL] + +**[Bard, Paladin]** + +An ally gains temporary hit points and cannot be frightened for a limited time. + +# 83. - Hideous Laughter (V,S) level 1 Enchantment [Concentration] [SOL] + +**[Bard, Wizard]** + +Make an enemy helpless with irresistible laughter. + +# 84. - Hunter's Mark (V) level 1 Divination [Concentration] [SOL] + +**[Ranger]** + +An enemy gets additional damage from you, and you can easily detect it for a limited time. + +# 85. - *Ice Knife* © (S) level 1 Conjuration [UB] + +**[Druid, Sorcerer, Wizard]** + +You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, both the cold and piercing damage increase by 1 die for each slot level above 1st. + +# 86. - Identify (M,V,S) level 1 Divination [SOL] + +**[Artificer, Bard, Wizard]** + +Identify the hidden properties of an object. + +# 87. - Inflict Wounds (V,S) level 1 Necromancy [SOL] + +**[Cleric]** + +Deal necrotic damage to an enemy you hit. + +# 88. - Jump (V,S) level 1 Transmutation [SOL] + +**[Artificer, Druid, Ranger, Sorcerer, Wizard]** + +Increase an ally's jumping distance. + +# 89. - Jump (V,S) level 1 Transmutation [SOL] + + +Increase an ally's jumping distance. + +# 90. - Longstrider (V,S) level 1 Transmutation [SOL] + +**[Artificer, Bard, Druid, Ranger, Wizard]** + +Increases an ally's speed by two cells per turn. + +# 91. - Mage Armor (V,S) level 1 Abjuration [SOL] + +**[Sorcerer, Wizard]** + +Provide magical armor to an ally who doesn't wear armor. + +# 92. - Magic Missile (V,S) level 1 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Strike one or more enemies with projectiles that can't miss. + +# 93. - *Magnify Gravity* © (V,S) level 1 Transmutation [UB] + +**[Wizard]** + +Sharply increase gravity in a 10-foot-radius sphere to crush and slow targets. + +# 94. - Malediction (V,S) level 1 Enchantment [Concentration] [SOL] + +**[Warlock]** + +Until the spell ends, whenever you hit a target with an attack you deal an extra 1d6 magical damage of the same type as the attack's damage. + +# 95. - Mule (V,S) level 1 Transmutation [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +The recipient of this spell is able to ignore the effects of heavy loads or armor on movement speed. They can also carry slightly more weight. + +# 96. - Protect vs Evil & Good (V,S) level 1 Abjuration [Concentration] [SOL] + +**[Cleric, Paladin, Warlock, Wizard]** + +Touch an ally to give them protection from evil or good creatures for a limited time. + +# 97. - Radiant Motes (V,S) level 1 Evocation [UB] + +**[Artificer, Wizard]** + +Unleashes a swarm of 4 radiant projectiles that deal 1d4 radiant damage each. +When you cast this spell using a spell slot of 2nd level or higher, the spell creates 1 more projectile for each slot above 1st. + +# 98. - *Sanctuary* © (V,S) level 1 Abjuration [UB] + +**[Artificer, Cleric]** + +You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature loses the attack or spell. This spell doesn't protect the warded creature from area effects. If the warded creature makes an attack or casts a spell, this spell ends. + +# 99. - *Searing Smite* © (V) level 1 Evocation [Concentration] [UB] + +**[Paladin, Ranger]** + +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 spells 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. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. + +# 100. - Shield (V,S) level 1 Abjuration [SOL] + +**[Sorcerer, Wizard]** + +Increase your AC by 5 just before you would take a hit. + +# 101. - Shield of Faith (V,S) level 1 Abjuration [Concentration] [SOL] + +**[Cleric, Paladin]** + +Increase an ally's AC by 2 for a limited time. + +# 102. - Sleep (V,S) level 1 Enchantment [SOL] + +**[Bard, Sorcerer, Wizard]** + +Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. + +# 103. - *Tasha's Caustic Brew* © (V,S) level 1 Evocation [Concentration] [UB] + +**[Artificer, Sorcerer, Wizard]** + +A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. + +# 104. - *Thunderous Smite* © (V) level 1 Evocation [Concentration] [UB] + +**[Paladin]** + +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. + +# 105. - Thunderwave (V,S) level 1 Evocation [SOL] + +**[Bard, Druid, Sorcerer, Wizard]** + +Emit a wave of force that causes damage and pushes creatures and objects away. + +# 106. - Tiefling's Hellish Rebuke (V,S) level 1 Evocation [SOL] + + +When you are damaged by a creature withing range, you can use your reaction to inflict fire damage back at them. This tiefling version of the spell is more powerful than the common one but cannot use a higher level Spell Slot to increase damage. + +# 107. - *Witch Bolt* © (V,S) level 1 Evocation [Concentration] [UB] + +**[Sorcerer, Warlock, Wizard]** + +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. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. + +# 108. - *Wrathful Smite* © (V) level 1 Evocation [Concentration] [UB] + +**[Paladin]** + +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. + +# 109. - *Zephyr Strike* © (V) level 1 Transmutation [Concentration] [UB] + +**[Ranger]** + +You move like the wind. For the duration, your movement doesn't provoke opportunity attacks. 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. + +# 110. - Acid Arrow (V,S) level 2 Evocation [SOL] + +**[Wizard]** + +Launch an acid arrow that deals some damage even if you miss your shot. + +# 111. - *Aganazzar's Scorcher* © (V,S) level 2 Evocation [UB] + +**[Sorcerer, Wizard]** + +A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. + +# 112. - Aid (V,S) level 2 Abjuration [SOL] + +**[Artificer, Cleric, Paladin]** + +Temporarily increases hit points for up to three allies. + +# 113. - Barkskin (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Druid, Ranger]** + +Gives you or an ally you can touch an AC of at least 16. + +# 114. - Blindness (V) level 2 Necromancy [SOL] + +**[Bard, Cleric, Sorcerer, Wizard]** + +Blind an enemy for one minute. + +# 115. - Blur (V) level 2 Illusion [Concentration] [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Makes you blurry and harder to hit for up to one minute. + +# 116. - *Borrowed Knowledge* © (V,S) level 2 Divination [UB] + +**[Bard, Cleric, Warlock, Wizard]** + +You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For 1 hour, you have proficiency in the chosen skill. The spell ends early if you cast it again. + +# 117. - Branding Smite (V) level 2 Evocation [Concentration] [SOL] + +**[Paladin]** + +Your next hit causes additional radiant damage and your target becomes luminous. + +# 118. - Calm Emotions (V,S) level 2 Enchantment [Concentration] [SOL] + +**[Bard, Cleric]** + +Stops allies from being charmed or frightened and makes hostile humanoids indifferent. + +# 119. - *Cloud of Daggers* © (V,S) level 2 Conjuration [Concentration] [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +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. 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. + +# 120. - Color Burst (V,S) level 2 Illusion [UB] + +**[Artificer, Sorcerer, Wizard]** + +Burst a luminous cube that briefly blinds anyone within 10 ft. 8d10 is how many hit points of creatures this spell can affect. + +# 121. - Conjure Goblinoids (V,S) level 2 Conjuration [Concentration] [UB] + +**[Druid, Ranger]** + +Conjures 2 goblins who obey your orders unless you lose concentration. + +# 122. - Darkness (V) level 2 Evocation [Concentration] [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Create an area of magical darkness. + +# 123. - Darkvision (V,S) level 2 Transmutation [SOL] + +**[Artificer, Druid, Ranger, Sorcerer, Wizard]** + +Grant Darkvision to the target. + +# 124. - Enhance Ability (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Artificer, Bard, Cleric, Druid]** + +Grant temporary powers to an ally for up to one hour. + +# 125. - Find Traps (V,S) level 2 Evocation [SOL] + +**[Cleric, Druid, Ranger]** + +Spot mechanical and magical traps, but not natural hazards. + +# 126. - Flame Blade (V,S) level 2 Evocation [Concentration] [SOL] + +**[Druid]** + +Evokes a fiery blade for ten minutes that you can wield in battle. + +# 127. - Flaming Sphere (V,S) level 2 Evocation [Concentration] [SOL] + +**[Druid, Wizard]** + +Summons a movable, burning sphere. + +# 128. - Heat Metal (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Artificer, Bard, Druid]** + +Causes metallic armor worn by a target creature to glow red hot, causing fire damage and disadvantage to attack rolls and ability checks. The damage can be repeated every turn with a bonus action. + +# 129. - Hold Person (V,S) level 2 Enchantment [Concentration] [SOL] + +**[Bard, Cleric, Druid, Sorcerer, Warlock, Wizard]** + +Paralyze a humanoid you can see for a limited time. + +# 130. - Invisibility (V,S) level 2 Illusion [Concentration] [SOL] + +**[Artificer, Bard, Sorcerer, Warlock, Wizard]** + +Make an ally invisible for a limited time. + +# 131. - *Kinetic Jaunt* © (S) level 2 Evocation [Concentration] [UB] + +**[Artificer, Bard, Sorcerer, Wizard]** + +You magically empower your movement with dance like steps, giving yourself the following benefits for the duration: +• Your walking speed increases by 10 feet. +• You don't provoke opportunity attacks. +• You can move through the space of any creature. + +# 132. - Knock (V) level 2 Transmutation [SOL] + +**[Bard, Sorcerer, Wizard]** + +Magically open locked doors, chests, and the like. + +# 133. - Lesser Restoration (V,S) level 2 Abjuration [SOL] + +**[Artificer, Bard, Cleric, Druid, Paladin, Ranger]** + +Remove a detrimental condition from an ally. + +# 134. - Levitate (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller. + +# 135. - Levitate (V,S) level 2 Transmutation [Concentration] [SOL] + + +Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller. + +# 136. - Magic Weapon (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Artificer, Paladin, Wizard]** + +A nonmagical weapon becomes a +1 weapon for up to one hour. + +# 137. - *Mirror Image* © (V,S) level 2 Illusion [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Three illusory duplicates of yourself appear in your space. Until the spell ends, each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates. +If you have 3 duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With 2 duplicates, you must roll an 8 or higher. With 1 duplicate, you must roll an 11 or higher. +A duplicate's AC is equal to 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. +A creature is unaffected by this spell if it is Blinded, or has Blindsight, Truesight or Tremorsense (doesn't apply if you don't touch ground). + +# 138. - Misty Step (V) level 2 Conjuration [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Teleports you to a free cell you can see, no more than 6 cells away. + +# 139. - Moon Beam (V,S) level 2 Evocation [Concentration] [SOL] + +**[Druid]** + +Conjures a vertical column of moonlight which causes radiant damage. Shapechangers have disadvantage on the save. + +# 140. - Noxious Spray (V,S) level 2 Evocation [UB] + +**[Druid, Sorcerer, Warlock, Wizard]** + +You unleash a spray of noxious gases on a target within range. Make a ranged spell attack. On a hit, the target takes 4d6 poison damage and must succeed on a Constitution saving throw or spend all its next turn retching and heaving, unable to move or take actions. Constructs, elementals and undead are unaffected by this spell. When you cast this spell using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + +# 141. - Pass Without Trace (V,S) level 2 Abjuration [Concentration] [SOL] + +**[Druid, Ranger]** + +Make yourself and up to 5 allies stealthier for one hour. + +# 142. - Petal Storm (V,S) level 2 Conjuration [Concentration] [UB] + +**[Druid]** + +Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell's duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 ft in any direction. + +# 143. - Prayer of Healing (V) level 2 Evocation [SOL] + +**[Cleric]** + +Heal multiple allies at the same time. + +# 144. - Protect Threshold (V,S) level 2 Abjuration [UB] + +**[Cleric, Druid, Paladin]** + +Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save. + +# 145. - Protection from Poison (V,S) level 2 Abjuration [SOL] + +**[Artificer, Druid, Paladin, Ranger]** + +Cures and protects against poison. + +# 146. - Ray of Enfeeblement (V,S) level 2 Necromancy [Concentration] [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Weaken an enemy so they deal less damage for one minute. + +# 147. - *Rime's Binding Ice* © (S) level 2 Evocation [UB] + +**[Sorcerer, Wizard]** + +A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice. + +# 148. - Scorching Ray (V,S) level 2 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Fling rays of fire at one or more enemies. + +# 149. - See Invisibility (V,S) level 2 Divination [SOL] + +**[Artificer, Bard, Sorcerer, Wizard]** + +You can see invisible creatures. + +# 150. - *Shadow Blade* © (V,S) level 2 Illusion [Concentration] [UB] + +**[Sorcerer, Warlock, Wizard]** + +You weave together threads of shadow to create a dagger of solidified gloom in your hand. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties. In addition, when you use it to attack a target that is in dim light or darkness, you make the attack roll with advantage. + +# 151. - Shatter (V,S) level 2 Evocation [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. + +# 152. - Silence (V,S) level 2 Illusion [Concentration] [SOL] + +**[Bard, Cleric, Ranger]** + +Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components. + +# 153. - *Snilloc's Snowball Storm* © (V,S) level 2 Evocation [UB] + +**[Sorcerer, Wizard]** + +A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 3x3 cube centered on that point must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. 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. + +# 154. - Spider Climb (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +Touch an ally to allow them to climb walls like a spider for a limited time. + +# 155. - Spike Growth (V,S) level 2 Transmutation [Concentration] [SOL] + +**[Druid, Ranger]** + +Grows spikes and thorns in the area, making the terrain difficult and causing damage for every cell of movement. + +# 156. - Spiritual Weapon (V,S) level 2 Evocation [SOL] + +**[Cleric]** + +Summon a weapon that fights for you. + +# 157. - *Tasha's Mind Whip* © (V) level 2 Enchantment [UB] + +**[Sorcerer, Wizard]** + +You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + +# 158. - *Warding Bond* © (V,S) level 2 Abjuration [SOL] + + +Creates a bond with the target, who gains +1 AC, +1 to saving throws and resistance to all damage, but you share all damage it receives. Lasts for one hour. + +# 159. - *Web* © (V,S) level 2 Conjuration [Concentration] [UB] + +**[Artificer, Sorcerer, Wizard]** + +You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Each creature that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. + +# 160. - *Wither and Bloom* © (V,S) level 2 Necromancy [UB] + +**[Druid, Sorcerer, Wizard]** + +You invoke both death and life upon a 10-foot-radius sphere centered on an ally. Each enemy in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. In addition, the target spends and rolls one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. + +# 161. - Adder's Fangs (V,S) level 3 Conjuration [UB] + +**[Druid, Ranger, Sorcerer, Warlock]** + +You create the visage of a massive green snake that appears for an instant before bearing down on your foe. Choose a creature you can see within range. The target must make a constitution saving throw, taking 4d10 poison damage on a failure, or half as much damage on a successful one. A creature that fails its saving throw is also poisoned, and its speed is halved while poisoned by this spell. At the end of each of its turns, a target may make a constitution saving throw, ending the poison on a success. Otherwise, the poison lasts for 1 minute. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd. + +# 162. - *Ashardalon's Stride* © (V,S) level 3 Transmutation [Concentration] [UB] + +**[Artificer, Ranger, Sorcerer, Wizard]** + +The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature, it takes 1d6 fire damage from your trail of heat. A creature can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. + +# 163. - *Aura of Vitality* © (V) level 3 Evocation [Concentration] [UB] + +**[Cleric, Paladin]** + +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. + +# 164. - Beacon of Hope (V,S) level 3 Abjuration [Concentration] [SOL] + +**[Cleric]** + +Raise hope and vitality. + +# 165. - Bestow Curse (V,S) level 3 Necromancy [Concentration] [SOL] + +**[Bard, Cleric, Wizard]** + +Curses a creature you can touch. + +# 166. - *Blinding Smite* © (V) level 3 Evocation [Concentration] [UB] + +**[Paladin]** + +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. 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. + +# 167. - Call Lightning (V,S) level 3 Conjuration [Concentration] [SOL] + +**[Druid]** + +Conjures a storm cloud from which you can call a vertical bolt of lightning to strike targets, dealing 3D10 lightning damage. Another bolt can be repeated every turn by using an action. + +# 168. - Conjure Animal (V,S) level 3 Conjuration [Concentration] [SOL] + +**[Druid, Ranger]** + +Summon spirits in the form of beasts to help you in battle + +# 169. - Corrupting Bolt (V,S) level 3 Necromancy [UB] + +**[Sorcerer, Warlock, Wizard]** + +You can fire a pulse of necrotic energy that causes a creature's body to begin to wither and decay. Make a ranged attack against a creature. On a hit, the target takes 4d8 necrotic damage and must succeed a Constitution saving throw. On a failed saving throw, the next time you or an ally of yours hits the corrupted creature with an attack before the end of your next turn, the creature has vulnerability to all of that attack's damage, and then the corruption ends. 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. + +# 170. - Counterspell (S) level 3 Abjuration [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Interrupt an enemy's spellcasting. + +# 171. - Create Food (S) level 3 Conjuration [SOL] + +**[Artificer, Cleric, Paladin]** + +Conjure 15 units of food. + +# 172. - *Crusader's Mantle* © (V) level 3 Evocation [Concentration] [UB] + +**[Paladin]** + +Surround yourself with a magical aura. Allies within the aura gain a bonus 1d4 radiant damage on their attacks. + +# 173. - Daylight (V,S) level 3 Evocation [SOL] + +**[Cleric, Druid, Paladin, Ranger, Sorcerer]** + +Summon a globe of bright light. + +# 174. - Dispel Magic (V,S) level 3 Abjuration [SOL] + +**[Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard]** + +End active spells on a creature or object. + +# 175. - *Elemental Weapon* © (V,S) level 3 Transmutation [Concentration] [UB] + +**[Artificer, Druid, Paladin, Ranger]** + +Imbue a non-magical weapon with elemental magic. It gains a +1 to attack and damage rolls, and it gains 1d4 of the corresponding element's damage. When casting with a 5 or 6 spell slots, the effects increased by one die while casting at a spell slot 7 or higher increases the effects by 2. + +# 176. - Fear (V,S) level 3 Illusion [Concentration] [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Frighten creatures and force them to flee. + +# 177. - Fireball (V,S) level 3 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Launch a fireball that explodes from a point of your choosing. + +# 178. - *Flame Arrows* © (M,V,S) level 3 Transmutation [Concentration] [UB] + +**[Artificer, Druid, Ranger, Sorcerer, Wizard]** + +You must be wielding a ranged weapon. When a target is hit by it, the target takes an extra 1d6 fire damage. The spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. + +# 179. - Fly (V,S) level 3 Transmutation [Concentration] [SOL] + +**[Artificer, Sorcerer, Warlock, Wizard]** + +An ally you touch gains the ability to fly for a limited time. + +# 180. - Haste (V,S) level 3 Transmutation [Concentration] [SOL] + +**[Artificer, Sorcerer, Wizard]** + +Make an ally faster and more agile, and grant them an additional action for a limited time. + +# 181. - *Hunger of Hadar* © (V,S) level 3 Transmutation [Concentration] [UB] + +**[Warlock]** + +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. The area extinguishes light, and creatures within it are blinded. 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. + +# 182. - Hypnotic Pattern (S) level 3 Illusion [Concentration] [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Charms enemies to make them harmless until attacked, but also affects allies in range. + +# 183. - *Intellect Fortress* © (V) level 3 Abjuration [Concentration] [UB] + +**[Artificer, Bard, Sorcerer, Warlock, Wizard]** + +For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd. + +# 184. - *Life Transference* © (V,S) level 3 Necromancy [UB] + +**[Cleric, Wizard]** + +You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, 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. When you cast this spell using a spell s lot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. + +# 185. - *Lightning Arrow* © (V,S) level 3 Transmutation [Concentration] [UB] + +**[Ranger]** + +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 3d8 lightning damage on a hit, or half as much damage on a miss. 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. 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. + +# 186. - Lightning Bolt (V,S) level 3 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. + +# 187. - Mass Healing Word (V) level 3 Evocation [SOL] + +**[Cleric]** + +Instantly heals up to six allies you can see. + +# 188. - Protection from Energy (V,S) level 3 Abjuration [Concentration] [SOL] + +**[Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard]** + +Touch one willing creature to give them resistance to this damage type. + +# 189. - *Pulse Wave* © (V,S) level 3 Evocation [UB] + +**[Wizard]** + +You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. + +# 190. - Remove Curse (V,S) level 3 Abjuration [SOL] + +**[Cleric, Paladin, Warlock, Wizard]** + +Removes all curses affecting the target. + +# 191. - Revivify (M,V,S) level 3 Necromancy [SOL] + +**[Artificer, Cleric, Paladin]** + +Brings one creature back to life, up to 1 minute after death. + +# 192. - Sleet Storm (V,S) level 3 Conjuration [Concentration] [SOL] + +**[Druid, Sorcerer, Wizard]** + +Creates an area where the ground is slippery, vision is obscured, and concentration is harder. + +# 193. - Slow (V,S) level 3 Transmutation [Concentration] [SOL] + +**[Sorcerer, Wizard]** + +Slows and impairs the actions of up to 6 creatures. + +# 194. - Spirit Guardians (V,S) level 3 Conjuration [Concentration] [SOL] + +**[Cleric]** + +Call forth spirits to protect you. + +# 195. - *Spirit Shroud* © (V,S) level 3 Necromancy [Concentration] [UB] + +**[Cleric, Paladin, Warlock, Wizard]** + +You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. +Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 ft of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. +In addition, any enemy creature within 10ft of you when you cast, or that enters or starts its turn in that range has its movement speed lowered by 10ft until start of its next turn. +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. + +# 196. - Stinking Cloud (V,S) level 3 Conjuration [Concentration] [SOL] + +**[Bard, Sorcerer, Wizard]** + +Create a cloud of incapacitating, noxious gas. + +# 197. - *Thunder Step* © (V) level 3 Conjuration [UB] + +**[Sorcerer, Warlock, Wizard]** + +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. You can also teleport one willing ally. 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. + +# 198. - Tongues (V) level 3 Divination [SOL] + +**[Bard, Cleric, Sorcerer, Warlock, Wizard]** + +Grants knowledge of all languages for one hour. + +# 199. - Vampiric Touch (V,S) level 3 Necromancy [Concentration] [SOL] + +**[Warlock, Wizard]** + +Grants you a life-draining melee attack for one minute. + +# 200. - Wind Wall (V,S) level 3 Evocation [Concentration] [SOL] + +**[Druid, Ranger]** + +Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases. + +# 201. - Winter's Breath (V,S) level 3 Conjuration [UB] + +**[Druid, Sorcerer, Wizard]** + +Create a blast of cold wind to chill your enemies and knock them prone. + +# 202. - *Aura of Life* © (V) level 4 Abjuration [Concentration] [UB] + +**[Cleric, Paladin]** + +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. + +# 203. - *Aura of Purity* © (V) level 4 Abjuration [Concentration] [UB] + +**[Cleric, Paladin]** + +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. + +# 204. - Banishment (V,S) level 4 Abjuration [Concentration] [SOL] + +**[Cleric, Paladin, Sorcerer, Warlock, Wizard]** + +Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar. + +# 205. - Black Tentacles (V,S) level 4 Conjuration [Concentration] [SOL] + +**[Wizard]** + +Conjures black tentacles that restrain and damage creatures within the area of effect. + +# 206. - Blessing of Rime (V,S) level 4 Evocation [UB] + +**[Bard, Druid, Ranger]** + +You summon a chill wind that numbs the pain of your allies. Choose up to three creatures within range. Each creature gains 3d8 temporary hit points for the duration. While a creature has these hit points, if it would make a Constitution saving throw, it gains advantage on the roll. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d8 for each slot level above 4th. + +# 207. - Blight (V,S) level 4 Necromancy [SOL] + +**[Druid, Sorcerer, Warlock, Wizard]** + +Drains life from a creature, causing massive necrotic damage. + +# 208. - Brain Bulwark (V) level 4 Abjuration [UB] + +**[Artificer, Bard, Sorcerer, Warlock, Wizard]** + +For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as Immunity to the Charmed, Frightened, Fear, Mind dominated and Mind controlled conditions. + +# 209. - Confusion (V,S) level 4 Enchantment [Concentration] [SOL] + +**[Bard, Druid, Sorcerer, Wizard]** + +Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. + +# 210. - Conjure 4 Elementals (V,S) level 4 Conjuration [Concentration] [SOL] + + +4 elementals are conjured (CR 1/2). + +# 211. - Conjure Minor Elementals (V,S) level 4 Conjuration [Concentration] [SOL] + +**[Druid, Wizard]** + +Conjure elemental creatures under your command, which are dismissed when the spell ends or is broken. + +# 212. - Death Ward (V,S) level 4 Abjuration [SOL] + +**[Cleric, Paladin]** + +Protects the creature once against instant death or being reduced to 0 hit points. + +# 213. - Dimension Door (V) level 4 Conjuration [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Transfers the caster and a friendly creature to a specified destination. + +# 214. - Dominate Beast (V,S) level 4 Enchantment [Concentration] [SOL] + +**[Druid, Sorcerer]** + +Grants you control over an enemy beast. + +# 215. - Dreadful Omen (V,S) level 4 Enchantment [SOL] + +**[Bard, Warlock]** + +You whisper dreadful words that cause immense mental anguish in your enemies. On a failed wisdom saving throw, they take psychic damage and become frightened until the end of their next turn, moving away from you as much as possible. On a successful save, they take half as much damage and are not frightened. + +# 216. - *Elemental Bane* © (V,S) level 4 Transmutation [Concentration] [UB] + +**[Artificer, Druid, Warlock, Wizard]** + +Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes non-recurrent damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. 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. + +# 217. - Fire Shield (V,S) level 4 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks. + +# 218. - Freedom of Movement (V,S) level 4 Abjuration [SOL] + +**[Artificer, Bard, Cleric, Druid, Ranger]** + +Grants immunity to movement restrictions, as well as being paralyzed or restrained. + +# 219. - Giant Insect (V,S) level 4 Transmutation [Concentration] [SOL] + +**[Druid]** + +Conjures a giant version of a natural insect or arthropod. + +# 220. - *Gravity Sinkhole* © (V,S) level 4 Evocation [UB] + +**[Wizard]** + +A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible. On a successful save, the creature takes half as much damage and isn't pulled. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. + +# 221. - Greater Invisibility (V,S) level 4 Illusion [Concentration] [SOL] + +**[Bard, Sorcerer, Wizard]** + +Target becomes invisible for the duration, even when attacking or casting spells. + +# 222. - Guardian of Faith (V) level 4 Conjuration [SOL] + +**[Cleric]** + +Conjures a large spectral guardian that damages approaching enemies. + +# 223. - *Guardian of Nature* © (V) level 4 Transmutation [Concentration] [UB] + +**[Druid, Ranger]** + +A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose between a Beast or a Tree form. + +# 224. - Ice Storm (V,S) level 4 Evocation [SOL] + +**[Druid, Sorcerer, Wizard]** + +Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. + +# 225. - Identify Creatures (V,S) level 4 Divination [SOL] + +**[Wizard]** + +Reveals full bestiary knowledge for the affected creatures. + +# 226. - Irresistible Performance (V) level 4 Enchantment [UB] + +**[Bard]** + +You weave a song into the air, causing those who hear it to applaud its magnificence. All creatures of your choice inside a 30-foot-cube within range must make a Charisma saving throw or be forced to clap and shout until the start of your next turn. A creature that is charmed by you always fails this saving throw. A clapping creature cannot perform any actions that require their hands or mouth but can otherwise act normally. This spell has no effect on creatures that are immune to charm. + +# 227. - *Mordenkainen's Faithful Hound* © (V,S) level 4 Conjuration [UB] + +**[Artificer, Wizard]** + +You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration. The hound has Darkvision up to 60 ft, Truesight up to 80 ft, is invisible to all creatures except you and can't be harmed. During each of your turns, the hound can attempt to bite one creature within 5 feet of it that is hostile to you as a free action. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. + +# 228. - Phantasmal Killer (V,S) level 4 Illusion [Concentration] [SOL] + +**[Wizard]** + +Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. + +# 229. - Psionic Blast (V) level 4 Evocation [UB] + +**[Sorcerer, Warlock, Wizard]** + +You unleash a debilitating wave of mental power in a 30-foot cone. Each creature in the area must make an Intelligence saving throw. On a failed save, a target takes 5d8 psychic damage, becomes dazzled and has its movement speed halved until the end of your next turn. On a successful save, a target only takes half as much damage. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th. + +# 230. - *Raulothim's Psychic Lance* © (V) level 4 Enchantment [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. It must succeed on an Intelligence saving throw or take 7d6 psychic damage and be incapacitated until the end of your next turn. On a successful save, the creature takes half damage and isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. + +# 231. - *Sickening Radiance* © (V,S) level 4 Evocation [Concentration] [UB] + +**[Sorcerer, Warlock, Wizard]** + +Dim 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. 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 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. + +# 232. - *Staggering Smite* © (V) level 4 Evocation [Concentration] [UB] + +**[Paladin]** + +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. + +# 233. - Stoneskin (M,V,S) level 4 Abjuration [Concentration] [SOL] + +**[Artificer, Druid, Ranger, Sorcerer, Wizard]** + +Grants resistance to non-magical bludgeoning, slashing, and piercing damage. + +# 234. - *Vitriolic Sphere* © (V,S) level 4 Evocation [UB] + +**[Sorcerer, Wizard]** + +You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. + +# 235. - Wall of Fire (V,S) level 4 Evocation [Concentration] [SOL] + +**[Druid, Sorcerer, Wizard]** + +Create a burning wall that injures creatures in or next to it. + +# 236. - *Banishing Smite* © (V) level 5 Abjuration [Concentration] [UB] + +**[Paladin]** + +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 on 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 demi-plane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + +# 237. - *Circle of Power* © (V) level 5 Abjuration [Concentration] [UB] + +**[Paladin]** + +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 throws. + +# 238. - Cloudkill (V,S) level 5 Conjuration [Concentration] [SOL] + +**[Sorcerer, Wizard]** + +Creates an obscuring and poisonous cloud. The cloud moves every round. + +# 239. - Cone of Cold (V,S) level 5 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Inflicts massive cold damage in the cone of effect. + +# 240. - Conjure Elemental (V,S) level 5 Conjuration [Concentration] [SOL] + +**[Druid, Wizard]** + +Conjures an elemental of the chosen element that fights alongside you. If you lose concentration, the elemental remains and becomes hostile. + +# 241. - Contagion (V,S) level 5 Necromancy [SOL] + +**[Cleric, Druid]** + +Hit a creature to inflict a disease from the options. + +# 242. - *Dawn* © (V,S) level 5 Evocation [Concentration] [UB] + +**[Cleric, Wizard]** + +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. 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. If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. + +# 243. - *Destructive Wave* © (V) level 5 Evocation [UB] + +**[Paladin]** + +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, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. + +# 244. - Dispel Evil and Good (V,S) level 5 Abjuration [Concentration] [SOL] + +**[Cleric, Paladin]** + +Celestial, elementals, feys, fiends, and undead have disadvantage on attacks against you. This spell also allows you to cancel hostile enchantments or dismiss extraplanar creatures hit by your attacks once. + +# 245. - Dominate Person (V,S) level 5 Enchantment [Concentration] [SOL] + +**[Bard, Sorcerer, Wizard]** + +Grants you control over an enemy creature. + +# 246. - *Far Step* © (V) level 5 Conjuration [Concentration] [UB] + +**[Sorcerer, Warlock, Wizard]** + +You teleport up to 60 ft 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. + +# 247. - Flame Strike (V,S) level 5 Evocation [SOL] + +**[Cleric]** + +Conjures a burning column of fire and radiance affecting all creatures inside. + +# 248. - Greater Restoration (V,S) level 5 Abjuration [SOL] + +**[Artificer, Bard, Cleric, Druid]** + +Removes one detrimental condition, such as a charm or curse, or an effect that reduces an ability score or hit points. + +# 249. - Hold Monster (V,S) level 5 Enchantment [Concentration] [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Paralyzes a creature unless it succeeds a WIS saving throw. No effect on undead. + +# 250. - *Holy Weapon* © (V,S) level 5 Evocation [Concentration] [UB] + +**[Cleric, Paladin]** + +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. As a bonus action on your turn, if the weapon is within 30 ft, 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. + +# 251. - *Immolation* © (V) level 5 Evocation [Concentration] [UB] + +**[Sorcerer, Wizard]** + +Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet and takes 8d6 fire damage at the start of each of its turns. + +# 252. - Insect Plague (V,S) level 5 Conjuration [Concentration] [SOL] + +**[Cleric, Druid, Sorcerer]** + +Summons a sphere of biting insects. + +# 253. - Mantle of Thorns (V,S) level 5 Transmutation [Concentration] [UB] + +**[Druid]** + +Surround yourself with an aura of thorns. Those that start or walk through take 2d8 piercing damage. This damage scales at higher levels by 1d8 per slot. + +# 254. - Mass Cure Wounds (V,S) level 5 Evocation [SOL] + +**[Bard, Cleric, Druid]** + +Heals up to 6 creatures. + +# 255. - Mind Twist (V,S) level 5 Enchantment [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. + +# 256. - Raise Dead (M,V,S) level 5 Necromancy [SOL] + +**[Bard, Cleric, Paladin]** + +Brings one creature back to life, up to 10 days after death. + +# 257. - *Skill Empowerment* © (V,S) level 5 Divination [UB] + +**[Artificer, Bard, Sorcerer, Wizard]** + +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. For 1 hour, you have proficiency in the chosen skill. The spell ends early if you cast it again. You must choose a skill in which the target is proficient and that isn't already benefiting from expertise. + +# 258. - Sonic Boom (V,S) level 5 Evocation [UB] + +**[Sorcerer, Wizard]** + +A small orb the same color as the balloon used appears at a point you choose within range then expands with a loud crack into an explosion of force. Each creature in a 30-foot radius must make a Strength saving throw. A target is pushed up to 30 feet away from the center and dealt 6d8 thunder damage on a failed save, or half as much damage and no movement on a successful one. + +# 259. - *Steel Wind Strike* © (M,S) level 5 Conjuration [UB] + +**[Ranger, Wizard]** + +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. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. + +# 260. - *Swift Quiver* © (M,V,S) level 5 Transmutation [Concentration] [UB] + +**[Ranger]** + +You transmute your quiver so it automatically makes the ammunition leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a ranged weapon. + +# 261. - *Synaptic Static* © (V) level 5 Evocation [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +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 target takes 8d6 psychic damage on a failed save, or half as much damage on a successful 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. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. + +# 262. - *Telekinesis* © (V,S) level 5 Transmutation [Concentration] [UB] + +**[Sorcerer, Wizard]** + +You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest, or target a new creature, ending the restrained effect on the previously affected creature. + +# 263. - Blade Barrier (V,S) level 6 Evocation [Concentration] [SOL] + +**[Cleric]** + +Conjures a wall of razor sharp blades which causes 6d10 slashing damage to anyone crossing it + +# 264. - Chain Lightning (V,S) level 6 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Target a creature with lightning, which can arc to 3 other targets within 6 cells. + +# 265. - Circle of Death (M,V,S) level 6 Necromancy [SOL] + +**[Sorcerer, Warlock, Wizard]** + +A sphere of negative energy causes Necrotic damage from a point you choose + +# 266. - Conjure Fey (V,S) level 6 Conjuration [Concentration] [SOL] + +**[Druid, Warlock]** + +Conjures a fey creature of challenge rating 1 to 6 to fight alongside you. If you lose concentration, the creature stays but becomes hostile. + +# 267. - Disintegrate (V,S) level 6 Transmutation [SOL] + +**[Sorcerer, Wizard]** + +Causes massive force damage on the target, which can be disintegrated if reduced to 0 hit points + +# 268. - Eyebite (V,S) level 6 Necromancy [Concentration] [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Your eyes gain a specific property which can target a creature each turn + +# 269. - *Fizban's Platinum Shield* © (M,V,S) level 6 Abjuration [Concentration] [UB] + +**[Sorcerer, Wizard]** + +You create a field of silvery light that surrounds a creature of your choice within range. The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: +• The creature has half cover. +• The creature has resistance to acid, cold, fire, lightning, and poison damage. +• If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. +As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. + +# 270. - Flash Freeze (V,S) level 6 Evocation [UB] + +**[Druid, Sorcerer, Warlock]** + +You attempt to encase a creature you can see within range in a prison of solid ice. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 cold damage and becomes restrained in layers of thick ice. On a successful save, the target takes half as much damage and is not restrained. The spell can only be used on creatures up to large size. To break out, the restrained target can make a Strength check as an action against your spell save DC. On success, the target escapes and is no longer restrained. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 2d6 for each slot level above 6th. + +# 271. - Freezing Sphere (V,S) level 6 Evocation [SOL] + +**[Wizard]** + +Toss a huge ball of cold energy that explodes on impact + +# 272. - Globe Of Invulnerability (V,S) level 6 Abjuration [Concentration] [SOL] + +**[Sorcerer, Wizard]** + +A sphere surrounding you prevents any spell up to 5th level to affect anyone inside it. + +# 273. - *Gravity Fissure* © (V,S) level 6 Evocation [UB] + +**[Wizard]** + +You manifest a ravine of gravitational energy in a line originating from you that is 60 feet long, and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. When you cast this spell using a slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. + +# 274. - Harm (V,S) level 6 Necromancy [SOL] + +**[Cleric]** + +Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points + +# 275. - Heal (V,S) level 6 Evocation [SOL] + +**[Cleric, Druid]** + +Heals 70 hit points and also removes blindness and diseases + +# 276. - Heroes Feast (M,V,S) level 6 Conjuration [SOL] + +**[Cleric, Druid]** + +Summons a feast which cures most ailments and grants immunity to poisonand being frightened, WIS save advantage, and increased maximum hitpoints + +# 277. - Hilarity (V) level 6 Enchantment [Concentration] [SOL] + +**[Bard, Wizard]** + +Choose one target. They fall down laughing, becoming prone and incapacitated, and take psychic damage until they save at the end of one of their turns, or until the spell ends. + +# 278. - Poison Wave (M,V,S) level 6 Evocation [UB] + +**[Wizard]** + +A poisonous wave erupts from you, engulfing those close by. Each creature within the spell's radius must make a Constitution saving throw, taking 6d10 poison damage on a failure, or half as much damage on a successful one. A creature who fails their saving throw is also poisoned for 1 minute, and can repeat the saving throw at the end of each of its turn. When you cast this spell using a slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. + +# 279. - Ring of Blades (M,V,S) level 6 Conjuration [Concentration] [UB] + +**[Wizard]** + +You raise both hands as you evoke six transparent blades around you as a bonus action. When you cast this spell, and as a bonus action on each subsequent turn, you can throw one of these blades at a creature within 60 feet from you. Make a ranged spell attack. On a hit, the target takes 4d10 force damage. When you cast this spell using a spell slot of 7th level or higher, the damage of each blade increases by 1d10 for each slot level above 6th. + +# 280. - *Scatter* © (V) level 6 Conjuration [UB] + +**[Sorcerer, Warlock, Wizard]** + +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. + +# 281. - Shelter from Energy (V,S) level 6 Abjuration [UB] + +**[Cleric, Druid, Sorcerer, Wizard]** + +Choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder, and then choose up to six willing creatures that you can see within range. For 1 hour, targets have resistance to that damage type. When you cast this spell using a spell slot of 7th level or higher, you may target up to one additional willing creature for each slot level above 6th. + +# 282. - Sunbeam (V,S) level 6 Evocation [Concentration] [SOL] + +**[Druid, Sorcerer, Wizard]** + +You conjure a line of radiance which can burn and blind creatures in the line of effect; undead and oozes save with disadvantage. The beam can be retargeted each turn + +# 283. - *Tasha's Otherworldly Guise* © (M,V,S) level 6 Transmutation [Concentration] [UB] + +**[Sorcerer, Warlock, Wizard]** + +Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. + +# 284. - *Tenser's Transformation* © (V,S) level 6 Transmutation [Concentration] [UB] + +**[Wizard]** + +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: +• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. +• You have advantage on attack rolls that you make with simple and martial weapons. +• When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. +• You have the Fighter class armor, weapons, and saving throws proficiencies. +• You can attack twice, instead of once, when you take the Attack action on your turn. +Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. + +# 285. - True Seeing (V,S) level 6 Divination [SOL] + +**[Bard, Cleric, Sorcerer, Warlock, Wizard]** + +A creature you touch gains True Sight for one hour + +# 286. - Wall of Thorns (V,S) level 6 Conjuration [Concentration] [SOL] + +**[Druid]** + +Creates a wall of tough of needle-sharp thorns, that hurts and slows every creature in it. + +# 287. - Arcane Sword (M,V,S) level 7 Evocation [Concentration] [SOL] + +**[Bard, Wizard]** + +Summon a weapon that fights for you. + +# 288. - Conjure Celestial (V,S) level 7 Conjuration [Concentration] [SOL] + +**[Cleric]** + +Conjures a celestial creature of challenge rating 4 that fights alongside you. If you lose concentration, the creature is dismissed. + +# 289. - *Crown of Stars* © (V,S) level 7 Evocation [UB] + +**[Sorcerer, Warlock, Wizard]** + +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. 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. 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. + +# 290. - Delayed Blast Fireball (V,S) level 7 Evocation [Concentration] [SOL] + +**[Sorcerer, Wizard]** + +Conjures a ball of fire that grows more powerful with time, detonating when a creature enters its space or when the spell ends. + +# 291. - Divine Word (V) level 7 Evocation [SOL] + +**[Cleric]** + +Utter a divine word that inflicts various negative conditions on enemies you can see, based on their HP. Also banishes all celestials, elementals, feys, and fiends if they fail their saving throws. + +# 292. - *Draconic Transformation* © (M,V,S) level 7 Transmutation [Concentration] [UB] + +**[Druid, Sorcerer, Wizard]** + +With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends: +• You have blindsight with a range of 30 feet. +• When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. +• Incorporeal wings sprout from your back, giving you a flying speed of 60 feet. + +# 293. - Finger of Death (V,S) level 7 Necromancy [SOL] + +**[Sorcerer, Warlock, Wizard]** + +Send negative energy coursing through a creature within range. + +# 294. - Fire Storm (V,S) level 7 Evocation [SOL] + +**[Cleric, Druid, Sorcerer]** + +Causes a wide wall of roaring flames to burst up wherever you choose within range. + +# 295. - Gravity Slam (V,S) level 7 Transmutation [SOL] + +**[Druid, Sorcerer, Warlock, Wizard]** + +Increase gravity to slam everyone in a specific area onto the ground. + +# 296. - Prismatic Spray (V,S) level 7 Evocation [SOL] + +**[Sorcerer, Wizard]** + +Each creature within the cone of effect is randomly affected by one or two (roll 8 on d8) rays with the following effects: + +# 297. - Regenerate (V,S) level 7 Transmutation [SOL] + +**[Bard, Cleric, Druid]** + +Touch a creature and stimulate its natural healing ability. + +# 298. - Rescue the Dying (V) level 7 Transmutation [UB] + +**[Cleric, Druid]** + +With a word, you call positive energy into the target's body to heal and ward it. The target regains a number of hit points equal to 4d10 + 30. It also gains temporary hit points equal to half that amount and resistance to all damage, both lasting until the end of your next turn. When you cast this spell using a spell slot of 8th level or higher, the healing increases by 2d10 for each slot level above 7th. + +# 299. - Resurrection (M,V,S) level 7 Necromancy [SOL] + +**[Bard, Cleric, Druid]** + +Brings one creature back to life, up to 100 years after death. + +# 300. - *Reverse Gravity* © (V,S) level 7 Transmutation [Concentration] [UB] + +**[Druid, Sorcerer, Wizard]** + +This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. + +# 301. - Symbol (V,S) level 7 Abjuration [SOL] + +**[Bard, Cleric, Wizard]** + +Inscribe a glyph on a surface. When an enemy starts its turn in the area or enters it, the glyph's effect is applied in a sphere with a 12-cell radius. + +# 302. - *Abi-Dalzim's Horrid Wilting* © (V,S) level 8 Necromancy [UB] + +**[Sorcerer, Wizard]** + +You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and ice elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. + +# 303. - Divine Blade (V,S) level 8 Evocation [Concentration] [SOL] + +**[Cleric]** + +A glowing blade of pure energy springs from your hand. On a hit, the target takes 6d8 radiant damage and must roll a Wisdom saving throw to avoid being stunned until the end of its next turn. + +# 304. - Dominate Monster (V,S) level 8 Enchantment [Concentration] [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Grants you control over an enemy creature of any type. + +# 305. - Earthquake (V,S) level 8 Evocation [Concentration] [SOL] + +**[Cleric, Druid, Sorcerer]** + +You create a seismic disturbance that violently shakes the ground and the creatures standing on it for the duration of the spell. + +# 306. - Feeblemind (V,S) level 8 Enchantment [SOL] + +**[Bard, Druid, Warlock, Wizard]** + +You blast the mind of one creature, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence, Charisma and Wisdom scores become 1 and it is unable to cast spells. These effects last for 1 minute. + +# 307. - *Glibness* © (V) level 8 Transmutation [UB] + +**[Bard, Warlock]** + +Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. + +# 308. - Holy Aura (V,S) level 8 Abjuration [Concentration] [SOL] + +**[Cleric]** + +Allies within 6 cells of you when you cast Holy Aura gain advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must succeed on a Constitution saving throw or be blinded until the spell ends. + +# 309. - Incendiary Cloud (V,S) level 8 Conjuration [Concentration] [SOL] + +**[Sorcerer, Wizard]** + +A cloud of smoke appears in a sphere with a 4-cell radius. The cloud damages each creature inside it, and moves away from you each turn until the end of the spell's duration or until a moderate wind disperses the cloud. + +# 310. - *Maddening Darkness* © (V) level 8 Evocation [Concentration] [UB] + +**[Warlock, Wizard]** + +Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. Shrieks, gibbering, and mad laughter can be heard within the sphere. On activation, and whenever a creature ends its turn in the sphere, it must make a Wisdom saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. + +# 311. - Maze (V,S) level 8 Abjuration [Concentration] [SOL] + +**[Wizard]** + +You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the spell's duration or until it escapes the maze. + +# 312. - *Mind Blank* © (V,S) level 8 Transmutation [UB] + +**[Bard, Wizard]** + +Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. + +# 313. - Power Word Stun (V) level 8 Enchantment [SOL] + +**[Bard, Sorcerer, Warlock, Wizard]** + +Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned. + +# 314. - Soul Expulsion (V,S) level 8 Necromancy [UB] + +**[Cleric, Sorcerer, Wizard]** + +You blast a foe's soul with magical power, causing it to glow with otherwordly light. Choose one creature that you can see within range, which must make a Charisma saving throw. On a failed saving throw, the target takes 11d8 necrotic damage and is stunned until the start of your next turn. On a successful saving throw, the target takes half damage and isn't stunned. Each enemy other than the target that is within 60 feet of the target must make a Wisdom saving throw. On a failed save, a creature takes 7d8 radiant damage and has disadvantage on attack rolls until the end of your next turn. On a successful saving throw a creature takes half damage and nothing else. When this spell targets undead, the spell ignores any resistance or immunity to necrotic damage, and the target has disadvantage on the saving throw. When you cast this spell using a spell slot of 9th level, both the necrotic damage and radiant damage increase by 2d8. + +# 315. - Spell Ward (V,S) level 8 Abjuration [Concentration] [SOL] + +**[Cleric, Wizard]** + +Creates a mobile globe that is impenetrable to enemy spells cast from outside it. + +# 316. - Sunburst (V,S) level 8 Evocation [SOL] + +**[Druid, Sorcerer, Wizard]** + +Brilliant sunlight blazes in a sphere with a 12-cell radius. Each creature that fails a Constitution saving throw takes radiant damage and is blinded for 1 minute. Any darkness created by a spell in the area is dispelled. + +# 317. - Thunderstorm (V,S) level 8 Transmutation [SOL] + +**[Cleric, Druid, Wizard]** + +You create a blast of thunder in a sphere that causes thunder and lightning damage to everyone, and can blind or stun those who fail a CON saving throw. + +# 318. - Wild Shapes (V,S) level 8 Transmutation [Concentration] [SOL] + + +Turns other creatures in to beasts for one day. + +# 319. - *Foresight* © (V,S) level 9 Transmutation [UB] + +**[Bard, Druid, Warlock, Wizard]** + +You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. + +# 320. - *Invulnerability* © (M,V,S) level 9 Abjuration [Concentration] [UB] + +**[Wizard]** + +You are immune to all damage until the spell ends. + +# 321. - *Mass Heal* © (V,S) level 9 Transmutation [UB] + +**[Cleric]** + +A flood of healing energy flows from you into injured creatures around you. You restore 120 hit points each to 6 creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. + +# 322. - *Meteor Swarm* © (V,S) level 9 Transmutation [UB] + +**[Sorcerer, Wizard]** + +Blazing orbs of fire plummet to the ground at a single point you can see within range. Each creature in a 40-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. + +# 323. - *Power Word Heal* © (V,S) level 9 Enchantment [UB] + +**[Bard, Cleric]** + +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. + +# 324. - *Power Word Kill* © (V,S) level 9 Transmutation [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. + +# 325. - *Psychic Scream* © (S) level 9 Enchantment [UB] + +**[Bard, Sorcerer, Warlock, Wizard]** + +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. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned for 1 minute. On a successful save, a target takes half as much damage and isn't stunned. 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. + +# 326. - *Shapechange* © (M,V,S) level 9 Transmutation [Concentration] [UB] + +**[Druid, Wizard]** + +You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. + +# 327. - *Time Stop* © (V) level 9 Transmutation [UB] + +**[Sorcerer, Wizard]** + +You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you. + +# 328. - *Weird* © (V,S) level 9 Illusion [Concentration] [UB] + +**[Warlock, Wizard]** + +Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each enemy in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. + + diff --git a/Diagnostics/Documentation/Subclasses.md b/Diagnostics/Documentation/Subclasses.md new file mode 100644 index 0000000000..5572cfed82 --- /dev/null +++ b/Diagnostics/Documentation/Subclasses.md @@ -0,0 +1,7218 @@ +# Artificer + +## 1. Armorer [UB] + +Armorers focus their studies on magical armors and how to use them effectively. + + +### Level 3 + +* Armor Mode + +Once per short rest you can select one of 2 armor modes: +• Guardian: Gain Thunder Gauntlet weapon if you have a free hand, and Defensive Field bonus action to gain temporary HP equal to Artificer level. +• Infiltrator: Gain Lightning Launcher ranged attack, 5ft movement speed bonus and advantage on Dexterity (Stealth) checks. + +* Armored Up + +You gain proficiency with heavy armor and ignore Strength requirements of armor. + +* Armorer Spells + +Learn and have always prepared: + + I Magic Missile, Shield + + II Mirror Image, Shatter + + III Hypnotic Pattern, Lightning Bolt + + IV Fire Shield, Greater Invisibility + + V Far Step, Hold Monster + + + + +### Level 5 + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 9 + +* Armor Modification + +You have learned how to use your artificer infusions to specially modify armors - now you can put weapon enhancement infusions on armor, and they will affect built-in Thunder Gauntlet and Lightning Launcher weapons. In addition, the maximum number of items you can infuse at once increases by 2. + + +### Level 15 + +* Perfected Armor + +You improve your armor modes: +• Guardian: Creatures attacked by your Thunder Gauntlet are Slowed until the start of your next turn, unless they succeed CON saving throw against Artificer's spellcasting DC. +• Infiltrator: Creatures attacked by your Lightning Launcher glimmer with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage. + + + +## 2. Artillerist [UB] + +An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. + + +### Level 3 + +* Artillerist Spells + +Learn and have always prepared: + + I Shield, Thunderwave + + II Scorching Ray, Shatter + + III Fireball, Wind Wall + + IV Ice Storm, Wall of Fire + + V Cone of Cold, Sonic Boom + + + +* Eldritch Cannon + +Starting at 3rd level, you've learned how to create a magical cannon. You can take an action to magically create a small or tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A small eldritch cannon with 1D8 + 5 * class level hit points occupies its space, and a tiny one can be held in one hand. +Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. +You can have only one cannon at a time. On each of your turns, you can take a bonus action to cause the cannon to activate. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space. + + +### Level 5 + +* Arcane Firearm + +Starting at 5th level, You know how to use a weapon you have proficiency with as a spellcasting focus for your artificer spells. When you cast an artificer spell through the weapon, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. This damage increases to 2d8 at 15th level. + + +### Level 9 + +* Explosive Cannon + +Starting at 9th level, every eldritch cannon you create is more destructive: +• The cannon's damage rolls all increase to 3d8. +• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. + + +### Level 15 + +* Fortified Position + +Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon: +• The cannon's damage rolls all increase to 4d8. +• You can now summon a cannon twice until long rest. +• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. + + + +## 3. Battle Smith [UB] + +Battle Smiths focus their studies on magical weapons and how to use them effectively. + + +### Level 3 + +* Battle Smith Spells + +Learn and have always prepared: + + I Heroism, Shield + + II Branding Smite, Spiritual Weapon + + III Remove Curse, Beacon of Hope + + IV Fire Shield, Death Ward + + V Mass Cure Wounds, Telekinesis + + + +* Inventive Weapon Use + +After experimenting on weapons you learned that you can use your smarts to handle them: +• You became proficient with all martial weapons +• You can use Intelligence for attack and damage rolls with magic weapons. + +* Steel Defender + +Your experiments with weapons has borne you a Steel Defender companion. It is immune to poison, exhaustion, being charmed or surprised. In combat, the blade shares your initiative and takes its turn immediately after you. It can move and use reaction to impose disadvantage on the attack roll of the enemy that attacks ally within 1 cell of the defender, but it takes Dodge action on turn start, unless you use bonus action to command it. If you are incapacitated, the defender can take any action of its choice. + + +### Level 5 + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 9 + +* Force Jolt + +When you hit an enemy with your attack you can channel magical energy through the strike to make target take extra 2d6 Force damage. You can use this power number of times equal to your Intelligence modifier per long rest, but no more than once per turn. + + +### Level 15 + +* Improved Defender + +Your Force Jolt and Steel Defender become more powerful: +• The extra damage of your Force Jolt increase to 4d6. +• Your Steel Defender gains a +2 bonus to AC. + + + +## 4. Grenadier [UB] + +Grenadiers study unstable substances and their use in creating explosions of various types. + + +### Level 3 + +* Alchemical Bombs + +Spend alchemy points to quickly mix and throw a bomb. + +* Alchemy Points + +You gain 6 Alchemy points at this level, and 1 more point every level. + +* Fast Hands + +You have learned to mix reagents and use various devices quickly. You can use a bonus action to activate any device. + +* Grenadier Spells + +Learn and have always prepared: + + I Magic Missile, Thunderwave + + II Shatter, Blindness + + III Fireball, Stinking Cloud + + IV Confusion, Fire Shield + + V Cloudkill, Cone of Cold + + + + +### Level 5 + +* Concentrated Bombs + +You can spend additional charge when creating a bomb to make it more potent. Precise bombs allow targeting more enemies. Splash bombs increase explosion radius. Cone bombs increase their damage. + +* Elemental Bombs + +You've learned how to change damage type of bomb into Cold, Lightning, Acid or Poison. Those bombs deal slightly less damage than Fire ones, but include additional effects. + +* Refund Alchemy Charge + +Gain up to 5 alchemy charges by spending spell slots. + + +### Level 9 + +* Advanced Bombs + +You've learned how to change damage type of bomb into Force, Radiant, Necrotic, Thunder or Psychic. Those bombs deal slightly less damage than Fire ones, but include additional effects. + +* Improved Concentrated Bombs + +You can spend 2 additional charges when creating a bomb to make it more potent. Precise bombs allow targeting more enemies. + + +### Level 15 + +* Perfected Concentrated Bombs + +You can spend 3 additional charges when creating a bomb to make it more potent. Precise bombs allow targeting more enemies. + + + +## 5. Vitriolist [UB] + +All Artificers use various forms of acids and other magical means to break down ingredients, creature parts or even objects into their base components for their experiments, Some Artificers became focused on the deconstruction process, especially when using acid in this function and have experimented with how it could be used in a far greater capacity when it comes to offensive and defensive capabilities. + + +### Level 3 + +* Vitriolic Mixtures + +You gain the ability to use a Vitriolic Mixture of your own making: +• Affliction: On a hit the creature takes 2d4 acid damage and 2d4 poison damage. The creature is also poisoned until the end of their next turn. +• Corrosion: On a hit the creature takes 2d8 acid damage. The creature also gets the AC reduced by 2 until the end of their next turn. +• Misery: On a hit the creature takes 2d8 acid damage which lingers on their skin dealing an additional 2d4 acid damage at the end of their next turn. +• Viscosity: On a hit the creature takes 2d8 acid damage. The creature is also hindered until the end of their next turn. +All damage dice increase at 7th, 14th, and 18th levels. You can use this feature a number of times per long rest equal to your proficiency bonus + Intelligence modifier. + +* Vitriolist Spells + +Learn and have always prepared: + + I Caustic Zap, Shield + + II Acid Arrow, Blindness + + III Protection from Energy, Stinking Cloud + + IV Blight, Vitriolic Sphere + + V Cloudkill, Contagion + + + + +### Level 5 + +* Vitriolic Infusion + +Your consistent exposure to acid has infused your body with Acid Resistance. Your exposure to acid has also granted you an affinity for it and you now add your proficiency bonus as extra damage to any dealt acid damage. + + +### Level 9 + +* Vitriolist Arsenal + +You have learned how to break down your own magic to create additional Vitriolic Mixtures. As an action you can convert a spell slot into uses of your Vitriolic Mixture feature. You regain one use per spell slot level converted. +You have learned to make your Vitriolic Mixture's so potent that they are able to bypass acid resistance and deal half damage to creatures with acid immunity. Additionally due to their increased potency each Mixture now also shocks the targets system removing their ability to use reactions until the start of their next turn. + + +### Level 15 + +* Vitriolist Paragon + +You have mastered your Vitriolic Mixtures. Whenever a creature is affected by any of your Vitriolic Mixtures it must now also succeed a Constitution Saving throw, or it will become Incapacitated as your mixture slowly consumes it. + + + +## 6. Vivisectionist [UB] + +A vivisectionist studies bodies to better understand their function. Unlike a surgeon, a vivisectionist's goals are not always related to healing, but rather to experimentation and knowledge with body parts. + + +### Level 3 + +* Emergency Surgery + +You can take an action to heal an ally within 5 feet for an amount equal to your medical accuracy dice + your Intelligence modifier. You may do this a number of times equal to your proficiency bonus. All uses recharge after a long rest. + +* Medical Accuracy + +Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The damage increases to 2d6 at 7th level, 3d6 at 11th, 4d6 at 15th, and 5d6 at 19th level. + +* Vivisectionist Spells + +Learn and have always prepared: + + I Bless, Inflict Wounds + + II Enhance Ability, Lesser Restoration + + III Remove Curse, Revivify + + IV Death Ward, Identify Creatures + + V Contagion, Raise Dead + + + + +### Level 5 + +* Emergency Cure + +You can take a bonus action to use Lesser Restoration or Remove Curse on an ally within 5 feet. You may do this a number of times equal to your proficiency bonus. All uses recharge after a long rest. + +* War Magic + +You can use your bonus action to attack using the weapon in your main hand after casting a spell (or a cantrip if enabled on mod ui rules). + + +### Level 9 + +* Organ Donation + +Regain one use of your Emergency Surgery and your Emergency Cure when you reduce a hostile creature to 0 hit points. You may do this once per short rest. + +* Stable Surgery + +Whenever you heal another creature, you treat all 1 rolls as 2 instead. + + +### Level 15 + +* Master Emergency Cure + +You can take a free action to use Lesser Restoration or Remove Curse on an ally within 5 feet. You may do this a number of times equal to your proficiency bonus. All uses recharge after a long rest. + +* Master Emergency Surgery + +You can take a bonus action to heal an ally within 5 feet for an amount equal to your medical accuracy dice + your Intelligence modifier. You may do this a number of times equal to your proficiency bonus. All uses recharge after a long rest. + + + +# Barbarian + +## 1. Path of the Battlerager [UB] + +Battleragers have mastered the art of using their armors as weapons and hurling themselves in the midst of their foes. + + +### Level 3 + +* Battlerager Armor + +You gain proficiency in Heavy Armor. Your raging features also work while wearing heavy armor. + +While wearing armor, your unarmed strike deal 1d6 base damage. If you are wearing magical armor, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + +While raging, you can use unarmed strike as a bonus action. + + +### Level 6 + +* Reckless Abandon + +When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). + + +### Level 10 + +* Battlerager Charge + +While you are raging, you can take the Dash action as a bonus action. + + +### Level 14 + +* Armored Retribution + +While you are raging, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 bludgeoning damage. + + + +## 2. Path of the Beast [UB] + +These barbarians have returned to their animalistic roots and channel their bestial essence to the point of manifesting them physically. + + +### Level 3 + +* Form of the Beast + +When you rage, you transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. + +* Form: Bite + +Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. When you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. + +* Form: Claws + +Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack to the same target as part of your action. + +* Form: Tail + +You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. + + +### Level 6 + +* Bestial Soul + +The natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + +Once per rest as a free action, you can choose one benefit which will last until you finish a short or a long rest: + +- Your jump distance increases by 15 feet. +- You can climb on vertical surfaces. +- You can squeeze through enemies and ignore difficult terrain. + + +### Level 10 + +* Infectious Fury + +When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice). + +You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + +* Infectious Fury: Compelled Strike + +Target attacks another creature of your choice within the target's reach. + +* Infectious Fury: Mindlash + +Target takes 2d12 Psychic Damage. + + +### Level 14 + +* Call the Hunt + +The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can activate this feature to gain 15 temporary hit points. Additionally, allies within 30 feet of you gains ferocity. Until your rage ends, once per turn when an affected ally hits with an attack, they deal an additional 1d6 bonus damage. + +You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + + + +## 3. Path of the Berserker [SOL] + +The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. + + +### Level 3 + +* Frenzy + +You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion unless you make a successful DC 10 CON saving throw. The DC increases by 5 each time until you complete a short or long rest. + + +### Level 6 + +* Mindless Rage + +You can't be charmed or frightened while raging. + + +### Level 10 + +* Intimidating Presence + +Frighten a creature until the end of your next turn if it fails a WIS check opposed by your CHA. + + +### Level 14 + +* Retaliation + +Whenever an opponent attacks you from a nearby cell, you are granted an immediate melee attack against that opponent. + + + +## 4. Path of the Claw [SOL] + +It is an open secret that Barbarians of the Path of the Claw are the descendants of an old clan that mingled with dragons. Whenever they enter a rage, their ancestry comes rushing out and takes over their senses, allowing them to perform incredible feats of power. + + +### Level 3 + +* Dragon Ancestry + +You choose one type of dragon as your ancestor. The damage type associated with your choice is used by the features you gain later. + +* Dragon Scales + +While raging, you gain a +1 bonus to AC and resistance to the damage type of your draconic ancestor. + + +### Level 6 + +* Draconic Wrath + +You can use a bonus action to breathe a 3-cell cone of elemental damage equal to half your level (rounded up) in d8. Every creature in the area must make a dexterity saving throw equal to 8 + your proficiency bonus + your constitution modifier, taking only half damage on a success. + + +### Level 10 + +* Dragon's Blessing + +While raging, your melee weapon attacks deal an additional 1d8 elemental damage. + + +### Level 14 + +* Frightful Strike + +While raging, the first creature you hit with a melee attack each turn must make a Wisdom saving throw (DC 8 + proficiency bonus + STR modifier) or become frightened until the end of their turn. + + + +## 5. Path of the Elements [UB] + +Barbarians who follow the Path of the Elements learned to harness the destructive powers of nature, transforming their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create devastating elemental calamities. + + +### Level 3 + +* Elemental Fury + +Starting at 3rd level, choose one elemental calamity. The calamity dictates the type of magical mantle you create while raging, as well as features you get on higher levels while following this path. If any effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. +• Storm: While you are raging, all enemies within 5 feet of you take 1D6 lightning damage when you end your turn. +• Blizzard: While you are raging, all enemies within 5 feet of you take 1D6 cold damage when you end your turn. +• Wildfire: While you are raging, all enemies within 5 feet of you take 1D6 fire damage when you end your turn. + These damages increase to 1d10 at 6th level, 2d6 at 10th level, and 2d10 at 14th level. + + +### Level 6 + +* Elemental Blessing + +Starting at 6th level, your devotion to the elemental calamity chosen at 3rd level provides both you and your allies with resistance to that damage type. +• Storm: While you are raging, you and all allies within 10 feet of you gain lightning resistance. +• Blizzard: While you are raging, you and all allies within 10 feet of you gain cold resistance. +• Wildfire: While you are raging, you and all allies within 10 feet of you gain fire resistance. + + +### Level 10 + +* Elemental Burst + +Starting at 10th level, you gain additional powers depending on the elemental calamity chosen at 3rd level. +• Storm: While you are raging, you can target a 3x3 area within 60 feet and use your bonus action to call a bolt of lightning. On a failed Dexterity saving throw, each enemy creature within that area receives 3d10 lightning damage and becomes unable to use reactions for 1 round (save for half damage, save to prevent reaction loss). You can use this feature once per short rest. The damage increases to 4d10 at 13th level, and 5d10 at 17th level. +• Blizzard: While you are raging, you can target a 3x3 area within 60 feet and use your bonus action to send a gust of freezing wind. On a failed Strength saving throw, each enemy creature within that area receives 3d8 cold damage and becomes prone (save for half damage, save to prevent becoming prone). You can use this feature once per short rest. The damage increases to 4d8 at 13th level, and 5d8 at 17th level. +• Wildfire: While you are raging, you can target a 3x3 area within 60 feet and use your bonus action to hurl waves of intense heat. On a failed Dexterity saving throw, each enemy creature within that area receives 4d6 fire damage and becomes ignited (save for half damage, save to prevent being on fire). You can use this feature once per short rest. The damage increases to 5d6 at 13th level, and 6d6 at 17th level. + + +### Level 14 + +* Elemental Conduit + +Starting at 10th level, you gain additional powers depending on the elemental calamity chosen at 3rd level. +• Storm: While you are raging, you gain flying speed equal to your walking speed. +• Blizzard: While you are raging, any creature damaged by blizzard 3rd level feature must pass a Strength saving throw or have their movement speed be reduced to 0, until the end of their next turn. +• Wildfire: While you are raging, whenever an enemy creature hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your barbarian level. + + + +## 6. Path of the Light [UB] + +Barbarians who follow the Path of the Light illuminate the darkness and protect their allies from dangers that lurk within it. + + +### Level 3 + +* Illuminating Strike + +While you're raging, the first creature you hit with an attack on your turn takes an additional 1d6 radiant damage and becomes magically illuminated until the start of their next turn. Additionally, the creature has disadvantage on any attack roll that isn't against you and cannot become invisible. + +* Pierce the Darkness + +You gain superior darkvision. + + +### Level 6 + +* Light's Protection + +You regain hit points equal to half your barbarian level when a hostile creature affected by your Illuminating Strike dies. Additionally, you no longer provoke opportunity attacks from creatures affected by your Illuminating Strike. + + +### Level 10 + +* Eyes of Truth + +You are always under the effects of a See Invisibility spell. + +* Illuminating Strike Improvement + +The additional damage dealt by Illuminating Strike increases to 2d6. + + +### Level 14 + +* Illuminating Burst + +On the turn that you enter your rage, you can choose to illuminate up to three enemies within 30 ft of you. They must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 4d6 radiant damage and be illuminated by your Illuminating Strike for 1 minute. A creature illuminated in this way makes another Constitution saving throw at the end of each of its turns. On a successful save, the effect ends for it. + + + +## 7. Path of the Magebane [SOL] + +Followers of this path have developed a profound hatred for magic and magic-users. For them, physical prowess is the only decent way. They despise and distrust magic and magic-users. + + +### Level 3 + +* War Cry + +While raging, a Magebane who takes damage from spells or other magical attacks can use their reaction to unleash a powerful warcry, dealing psychic damage, equal to 1d6 + CON modifier, to all enemies within 6 cells. + + +### Level 6 + +* Enemy Of Magic + +While raging, Magebanes roll an additional weapon damage die when making a successful melee attack against a creature capable of spellcasting. + + +### Level 10 + +* Reject Magic + +Advantage on saving throws against spells + + +### Level 14 + +* Spell Crusher + +When raging, you can dispel a magical effect on a creature or object as a bonus action, as if you were casting Dispel Magic with Constitution as the spellcasting ability. You can use this feature a number of times equal to your proficiency bonus per long rest. + + + +## 8. Path of the Ravager [UB] + +The Path of the Ravager is a path of untrammeled fury, slick with blood. As you enter the ravager's rage, you thrill in the chaos of battle, heedless of your own health or well-being. + + +### Level 3 + +* Frenzy + +Once during your turn, if you use your Reckless Attack while you are raging, the first Strength-based weapon attack that you hit an enemy with deals 2d6 extra damage of the same type as your weapon. This damage is increased to 3d6 at 9th level, and 4d6 at 16th level. + + +### Level 6 + +* Mindless Rage + +You can't be charmed or frightened while raging. + + +### Level 10 + +* Retaliation + +Whenever an opponent attacks you from a nearby cell, you are granted an immediate melee attack against that opponent. + + +### Level 14 + +* Intimidating Presence + +Whenever you start raging, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again. + + + +## 9. Path of the Reaver [UB] + +All Reavers undergo a ritual that involves drinking tainted blood of a dragon, permanently infusing their bodies with a sliver of draconic might and voracity, at the cost of gradually increasing corruption. These fearsome warriors revel in death, regaining energy from the suffering of their enemies. + + +### Level 3 + +* Draconic Resilience + +Your hit point maximum increases by 3, and increases by 1 whenever you gain a level in this class. + +* Voracious Fury + +Starting at 3rd level, you can channel your inner corruption into your melee weapon strikes. While you're raging, the first creature you hit on each of your turns with a melee weapon attack takes extra necrotic damage equal to your proficiency bonus, and you regain an equal amount of hit points. Additionally, both extra damage and healing of this feature are increased by the same amount when you are below half your maximum hit points or when you critically hit a creature. These bonuses stack. + + +### Level 6 + +* Profane Vitality + +Starting at 6th level, you gain resistance to necrotic and poison damage. + + +### Level 10 + +* Bloodbath + +Starting at 10th level, while you are raging, whenever you reduce a creature to 0 hit points using a melee weapon attack, you can eviscerate that creature, regaining a number of hit points equal to 2x your Barbarian level. You can use this feature once per short rest. + + +### Level 14 + +* Corrupted Blood + +Starting at 14th level, your blood becomes permanently corrupted, damaging creatures that come in contact with it. Whenever a creature within 5 feet strikes you with a melee attack, that creature suffers necrotic damage equal to your Constitution modifier. + + + +## 10. Path of the Savagery [UB] + +Barbarians who walk the Path of the Savage are forces of nature, fighting less like men, and more like wild beasts. They strike with explosive speed and power, leveraging twin blades akin to a wild animal fighting with claws and fangs. + + +### Level 3 + +* Primal Instinct + +You can use Rage as free action instead of a bonus action. + +* Savage Strength + +Starting at 3rd level, you can dual-wield non-light melee weapons as well as add your ability bonus to the secondary attack. + + +### Level 6 + +* Furious Defense + +Starting at 6th level, while you are raging, whenever you roll a Dexterity saving throw, you can use your Strength saving throw instead. You gain +2 bonus to AC while you are raging and dual-wielding two melee weapons. + + +### Level 10 + +* Wrath and Fury + +Starting at 10th level, while you are dual-wielding melee weapons, increase the damage category of each equipped weapon by 1 (d4 turns to d6, d6 turns to d8, etc.). Whenever you use your Reckless Attack feature, you gain temporary hit points equal to half your barbarian level (rounded up). + + +### Level 14 + +* Unbridled Ferocity + +Starting at 14th level, while you are raging, whenever you hit a creature with a melee weapon attack and don't deal a critical hit, you increase your critical threat range by 1. This effect stacks. Once you deal a critical strike, the bonus resets to 0. + + + +## 11. Path of the Stone [SOL] + +Barbarians following this path draw their strength from their connection to stone. They are known for their doggedness. They never give up in the face of adversity and thrive in hostile environments. + + +### Level 3 + +* Stone Resilience + +While raging, you gain temporary HP equal to twice your proficiency bonus at the end of your turn. + + +### Level 6 + +* Strength from Within + +Your Constitution Saving Throw is used for any Saving Throw, if it's higher than the one normally used. + + +### Level 10 + +* Rock Solid + +While raging, you gain +1 to AC per hostile opponent that you can see within one cell of you, up to a maximum of +4. + + +### Level 14 + +* Last Stand + +You gain a bonus to your melee weapon damage roll equal to your proficiency. + + + +## 12. Path of the Totem Warrior [UB] + +Barbarians who follow the Path of the Totem Warrior accept a spirit animal as guide, protector, and inspiration, that fills them with supernatural might, adding magical fuel to the barbarian rage. + + +### Level 3 + +* Animal Spirit + +Starting at 3rd level, when you adopt this path, you choose an animal spirit as a guide and gain its feature. + +* Spirit Seeker + +When you adopt this path, you gain the ability to cast Animal Friendship and Find Traps once per short rest as a bonus action. You use your Wisdom as spellcasting modifier to cast these spells. + + +### Level 6 + +* Animal Aspect + +Starting at 6th level, you gain a magical aspect based on the spirit animal of your choice. You can choose the same animal you selected at 3rd level or a different one. + + +### Level 10 + +* Spirit Walker + +Whenever you start raging, you can also cast Spirit Guardians spell as a part of Rage feature that lasts for one minute without any components and without requiring concentration. You can use this feature once per long rest. If you start raging and are out of use of this feature, you can instead, expend one Rage charge to use it again. + + +### Level 14 + +* Honed Animal Aspect + +Starting at 14th level, choose an animal to hone your spiritual connection to, gaining more features. + + + +## 13. Path of the Wild Magic [UB] + +Many places in the multiverse abound with beauty, intense emotion, and rampant magic. the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, and aasimars often seek this path, eager to manifest the otherworldly magic of their ancestors. + + +### Level 3 + +* Magic Awareness + +As an action, you can open your awareness to the presence of concentrated magic. Over the next minute, you know the location of any spell or magic item within 60 feet of you. + +* Wild Surge + +When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. + +Once per rage, you can use your bonus action to reroll on the Wild Magic table. The new effect will replace your current Wild Magic effect. + +Wild Magic Table: +- Each hostile creature within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. +- You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. +- Choose a point you can see within 30 feet of you. A burst of spiritual energy erupts from the point and each creature within a 15-foot cube centered on the point must make a Dexterity saving throw. On a failed save, the creature takes 1d6 force damage. This damage increases to 2d6 at 11th level, and 3d6 at 17th level. Until your rage ends, you can use this effect again on each of your turns as a bonus action. +- Magic infuses the weapon that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand. Your rage damage bonus will also apply on this thrown weapon. +- Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage. +- Until your rage ends, you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. +- Until your rage ends, at the end of each of your turn, the ground within 15 feet of you becomes difficult terrain for your enemies until the beginning of your next turn. +- A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. + + +### Level 6 + +* Bolstering Magic + +As an action, you can touch one ally and confer one of the following benefits of your choice: +- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. +- Roll a d3. The creature will receive an additional spell slot equivalent to the number rolled. Once a creature receives this benefit, that creature can't receive it again until after a long rest. +You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + + +### Level 10 + +* Unstable Backslash + +Immediately after you take damage while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. + + +### Level 14 + +* Controlled Surge + +Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. + + + +## 14. Path of the Yeoman [UB] + +Barbarians following the Path of the Yeoman ignore melee weapons to master the longbow. No less strong than barbarians that follow other paths, their arrows fell the mightiest of foes and their single-minded focus increases their already formidable defenses to incredible heights. + + +### Level 3 + +* Fletcher + +Gain proficiency with Smith's Tools. + +* Strong Bow + +You can use your Strength modifier for attack and damage when wielding a longbow, and while raging and not wearing heavy armor, add your rage damage bonus to attacks using longbows. + + +### Level 6 + +* Keen Eye + +Reckless Attack gives advantage to your attacks using a strength attack with a longbow. When you unlock Brutal Critical, it also applies to your strength attacks made with longbows. + +* Staggering Blow + +While raging, not wearing heavy armor, and wielding a longbow, you may shove as a bonus action. + + +### Level 10 + +* Bulwark + +You may use a bonus action on your turn to assume a braced stance for one minute. The stance only ends early if you fall unconscious. While braced your movement speed is set to 0 and cannot be increased, and you gain the following benefits: +• Enemies adjacent to you do not impose disadvantage on attacks you make with a longbow. +• Enemy ranged attacks with weapons against you have disadvantage. +• You may use your reaction to perform an opportunity attack with a longbow against an enemy that moves within 5 feet of you. + + +### Level 14 + +* Mighty Shot + +Increase the damage dice of longbows from d8 to d12. While raging and not wearing heavy armor, when you hit an enemy with an attack from a longbow, enemies within 15 feet of the target must make a Dexterity saving throw or take thunder damage equal to your rage damage bonus plus your Strength modifier. + + + +# Bard + +## 1. College of Elegance [UB] + +The College of Elegance is the home of bards who mastered the art of bodily motion. They see exquisite beauty in dancing and expressing oneself through mesmerizing gestures, wearing flashy outfits and oftentimes looking to be the center of attention. In combat, these bards weave elegant steps seamlessly into battle maneuvers, pairing them with a weapon of choice and creating an unforgettable spectacle for friends and foes alike. + + +### Level 3 + +* Elegant Fighting + +You express your battle arts through nimbleness and movement. While you are wearing no armor and not wielding a shield, you gain the following benefits: +• Your AC equals 10 + your Dexterity modifier + your Charisma modifier. +• You can expend a Bardic Inspiration die and use your bonus action to gain benefits of Dash, Disengage or Dodge actions. + +* Grace + +When you make a Charisma (Performance) or Dexterity (Acrobatics) check, you can treat a d20 roll of 9 or lower as a 10. + + +### Level 6 + +* Evasive Footwork + +Whenever an attack is about to hit you, and you are wearing no armor and not wielding a shield, you can use your reaction to add your Bardic Inspiration die to your AC for that attack, potentially causing it to miss. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 14 + +* Amazing Display + +Whenever you take the Attack action, you can perform an impressive set of moves that leave your enemies in amazement. All enemy creatures within 30 feet of you that can see you must pass a Wisdom saving throw against your spellcasting DC or become amazed until the end of your next turn. Amazed creatures cannot use reactions and have their movement speed reduced to 0. Creatures that are immune to charm are also immune to this effect. Whether a creature passes or fails the saving throw, it becomes immune to further amazed effects. You can use this feature a number of times per long rest equal to your proficiency bonus. + + + +## 2. College of Eloquence [UB] + +Bards of the College of Eloquence use music and unwavering determination to embolden the hearts of their allies, while demoralizing their enemies. Drawing inspiration from the stories of heroes of old, great deeds and extraordinary events, these bards courageously fight to preserve their ideals, leaving a long-lasting impression on those around them. + + +### Level 3 + +* Disheartening Performance + +Your valiance in battle demoralizes your enemies. As a bonus action, you can expend one use of your Bardic Inspiration and choose one hostile creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the first saving throw it succeeds on before the end of your next turn. + +* Silver Tongue + +You leave a lasting impression on people around you. When you make a Deception or Performance check, you can treat a d20 roll of 9 or lower as a 10. + + +### Level 6 + +* Recall Language + +You picked up knowledge of many different languages through reading foreign written works, and you can magically become fluent in those languages, adding Tongues spell to the list of spells known. + +* Steadfast Inspiration + +Your inspiring words are so encouraging that others feel driven to succeed. When a friendly creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. + + +### Level 14 + +* Heroic Inspiration + +You can use your bonus action to activate Heroic Inspiration. Heroic Inspiration grants all the benefits of Bardic Inspiration without consuming any Bardic Inspiration usages, and can target two friendly creatures within 60 feet instead of only one. You can use this feature 2 times per long rest. + + + +## 3. College of Heroism [SOL] + +Some bards inflame their audience, or a crowd, using words, music, or song! Bards of the College of Heroism sing the song of battle and dance the dance of death, inspiring crowds with their deeds. + + +### Level 3 + +* Bolster Morale + +When an ally uses one of your Bardic Inspiration dice, they roll twice and pick the best number. + +* Heroic Tale + +You can use an action to bolster an ally you can see within 6 cells for 1 minute, who gains immunity against frightened/fear effects and advantage on all saving throws. You can't use this feature again until you finish a short or long rest. + + +### Level 6 + +* Thundering Voice + +Whenever you grant a Bardic Inspiration to an ally, the closest enemy within 12 cells must make a successful WIS saving throw or take thunder damage equal to 1d8 + your CHA modifier and have disadvantage on their next attack roll (half damage on save). + + +### Level 14 + +* At Road's End + +When an ally you can see within 12 cells is reduced to 0 hit points, you can use your reaction to instantly heal them for 4d12 + CHA mod HP. You can use this feature once per short or long rest. + + + +## 4. College of Hope [SOL] + +The bards of the College of Hope are bringers of comfort and dispellers of fear. Their songs raise the spirits of those who hear them, healing bodies as well as soothing fears. + + +### Level 3 + +* Healing Ballad + +Song of Rest heals additional hit points equal to your charisma modifier. At the end of a short rest, it also grants allies temporary hit points equal to one Bardic Inspiration die plus your charisma modifier. + +* Wandering Healer + + + II Prayer of Healing + + III Mass Healing Word, Revivify + + + + +### Level 6 + +* Words of Hope + +When giving a Bardic Inspiration die to an ally, they also roll a Song of Rest die to heal up to half their maximum health. + + +### Level 14 + +* Song of Hope + +Sing a song of hope to allies within 6 cells, granting them resistance to all damage, and advantage on all their saving throws until the start of your next turn. + +* Start a Song of Hope + +Starting on your next turn, as an action, you will be able to sing a song of hope to help allies within 6 cells, granting them resistance to all damage, and advantage on all their saving throws until the start of your next turn. If you take damage, you must make a CON saving throw (DC equal to half the damage with a minimum of 10) or Song of Hope will end. + + + +## 5. College of Life [UB] + +Masters of manipulating both matter and life energy. + + +### Level 3 + +* Reality Bending + +When casting Transmutation or Necromancy spells they are cast at a spell slot 2 levels higher than the one used. + + +### Level 6 + +* Necrotic Resistance + +Your Transmute Force grants you Necrotic Resistance. + +* Transmute Force + +You can enact your will on reality with special powers a number of times a day equal to your proficiency bonus: +• Constitution Saves: Use your Transmute Force to grant proficiency with Constitution Saves until the next long rest. +• Elemental Resistance: Use your Transmute Force to grant resistance to acid, cold, fire, lightning, necrotic, poison and thunder damage until the end of your next long rest. +• Fly: Use your Transmute Force to grant the ability of flight. +• Heal: Use your Transmute Force to heal up to 6 targets. +• Revive: Use your Transmute Force to revive a character within 1 minute of death. +• Superior Darkvision: Use your Transmute Force to grant Superior Darkvision until the next long rest. + + +### Level 14 + +* Command Undead + +You can use your action a number of times a day equal to your proficiency bonus, to bring undead under your control. The undead must make a Charisma save (DC 8 + your proficiency bonus + your spellcaster attribute modifier) or be controlled for 1 minute. + +* Harden to Necrotic + +You have immunity to necrotic damage, and your hit point maximum can't be reduced. + + + +## 6. College of Lore [SOL] + +The College of Lore has gathered knowledge from all over the world, from ancient ballads, peasant folktales, scholarly tomes, and more. They pursue truth and beauty with unending devotion. + + +### Level 3 + +* Bonus Proficiencies + +When you join the College of Lore at the 3rd level, you gain proficiency with three skills of your choice. + +* Cutting Words + +As a bonus action, you can spend one use of Bardic Inspiration and target a creature that you can see within 12 cells. Roll a Bardic Inspiration die. Until the start of your next turn, the target creature decreases all its ability checks, and attack and damage rolls by the value of the Bardic Inspiration die. + + +### Level 6 + +* Additional Magical Secrets + +Choose two spells from any class and include them in your spell list. + + +### Level 14 + +* Peerless Skill + +You can now cast Bardic Inspiration on yourself. + + + +## 7. College of Swords [UB] + +Bards of the College of Swords entertain through daring feats of weapon prowess. They perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. + + +### Level 3 + +* Blade Flourish + +Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also choose a particular maneuver: +• Defensive Flourish: You add the Bardic Inspiration die roll to your AC until the start of your next turn. +• Slashing Flourish: You deal the extra damage to all other enemy creatures within 5 feet of you. +• Mobile Flourish: You gain benefits of disengage until the end of your turn. + +* Bonus Proficiencies + +You gain proficiency with medium armor and the scimitar. You can also use your weapon as a spellcasting focus for your bard spells. + +* Fighting Style + +You adopt a particular style of fighting as your specialty. Choose either Dueling or Two Weapon Fighting. + + +### Level 6 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 14 + +* Master's Flourish + +Whenever you use a Blade Flourish option, you can roll a D6 and use it instead of expending a Bardic Inspiration die. + + + +## 8. College of Thespian [UB] + +College of Thespian bards see no distinction between art and war. They see it as their duty to keep the legend of the great battle of the Cataclysm alive through their performance, either on stage, or on the battlefield. + + +### Level 3 + +* Combat Inspiration + +You are inspired when bathing in the heat of a fight. Once during your turn as a free action, you can roll a bardic inspiration, adding the roll to your movement speed and gaining advantage on the next attack roll you make before your turn ends. + +* Macabre Instruments + +You can use your weapons as spellcasting focus and are able to perform somatic components of spells while holding items. + +* Terrific Performance + +You strike down your enemies in a terrifying way that instills fear in those who are still alive. Whenever you reduce a creature to 0 hit points with a melee weapon attack, all other enemy creatures within 15 feet of it must make a Wisdom saving throw against your spell DC or become frightened until the end of your next turn. + +* Two-Weapon Fighting Style + +When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + +### Level 6 + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + +* Finale + +You regain a bardic inspiration die whenever you reduce a creature to 0 hit points. + + +### Level 14 + +* Improved Terrific Performance + +Any creature that fails its saving throw against your Terrific Performance also receives psychic damage equal to two bardic die rolls in addition to being frightened. + + + +## 9. College of Traditions [SOL] + +The College of Traditions is descended from an order of song-wizards who served the Manacalon empire. While their allegiance has changed, their fascination with magic has not - and neither has their skill. + + +### Level 3 + +* Ancient Tradition + +Cast Mage Armor on yourself at will: your AC becomes 13 + DEX modifier if you are unarmored. + +* Aura of Preeminence + +When you make an Intimidation or Insight check, you can treat a roll of 9 or lower as a 10. + + +### Level 6 + +* Verbal Onslaught + +As a reaction, after a creature you can see within 12 cells damages you, you can expend one of your Bardic Inspiration. On a failed intelligence saving throw, they take psychic damage equal to 2x your bardic inspiration die + charisma modifier and be stunned until the end of their next turn. The damage is halved on a successful saving throw. + + +### Level 14 + +* Manacalon Perfection + +Once per short rest, as a bonus action, grant yourself and an ally the benefits of a bardic inspiration die without spending one of its uses. It will always roll its maximum value. + + + +## 10. College of Valor [UB] + +Bards of the College of Valor gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. + + +### Level 3 + +* Armor and Weapons + +You can wear Light Armor, Medium Armor and Shield and also gain proficiency with martial weapons. + +* Improved War Casting + +Advantage on concentration checks, be able to use your weapons as spellcasting focus, be able to perform somatic components of spells while holding items, and no disadvantage when enemies are within melee range. + + +### Level 6 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 14 + +* Gut Deflection + +You can use your arcane powers to shield yourself as a reaction. This gives you +3 to your AC until your next turn. + + + +# Cleric + +## 1. Battle [SOL] + +The Battle domain grants powerful combat spells. Its clerics can deal damage as well as providing front-line healing. + + +### Level 1 + +* Battle Domain Spells + +In your list and always prepared: + + I Magic Missile, Shield of Faith + + II Acid Arrow, Flaming Sphere + + III Fireball, Haste + + IV Stoneskin, Phantasmal Killer + + V Hold Monster, Insect Plague + +* Battle Magic + +Can cast spells with a somatic component without a free hand, provided a weapon or shield is being wielded. + +* Bonus Proficiency + +Martial Weapons + +* Divine Fortitude + +As an action, gain 3 temporary HP per cleric level. Recovered after a long rest. + + +### Level 2 + +* Decisive Strike + +On a successful attack, Channel Divinity to add 1d6 to your damage and stun your target (save negates). Increases by 1d6 every 3 levels above level 2. + + +### Level 6 + +* Herald of Battle + +Allies in adjacent cells gain +1 on attack rolls, damage, AC, and saving throws. + + +### Level 8 + +* Scholar of Battle + +You can attack twice, rather than once, when you use the attack or shove actions. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Paragon of Battle + +You gain resistance to bludgeoning, piercing, and slashing damage. In addition, the range of Herald of Battle is increased to 15 feet. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 2. Defiler [UB] + +Defilers worship patrons of death, corruption, and blight, seeking power and corruption for their own ends: to please their gods, or for more selfish reasons. + + +### Level 1 + +* Bonus Cantrip + +Learn Wrack cantrip. + +* Expanded Spells + + + I False Life, Inflict Wounds + + II Blindness, Ray of Enfeeblement + + III Corrupting Bolt, Fear + + IV Blight, Phantasmal Killer + + V Cloudkill, Contagion + + + +* Insidious Death Magic + +Creatures you deal necrotic damage to through spells, abilities, or weapons can not receive healing until the end of your next turn. + + +### Level 2 + +* Channel Divinity: Defile Life + +Unleash a wave of necrotic energy around you. Each non-undead hostile creature in a 30-foot radius must make a Constitution saving throw. Affected creatures take 2d10 + cleric level necrotic damage on a failed saving throw, or half that amount on a successful one. + + +### Level 6 + +* Beacon of Corruption + +You gain resistance to necrotic damage and necrotic damage dealt by your spells and powers ignore resistance to necrotic damage. + + +### Level 8 + +* Divine Strike + +Once per turn, deal 1d8 necrotic damage on weapon attacks. This damage increases to 2d8 at 14th level. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Dying Light + +You learn Circle of Death and Finger of Death spells, and it is added to the list of spells known. They are always prepared, don't count towards your prepared spells limit, and are treated as cleric spells for you. Whenever you deal necrotic damage, you can deal maximum damage instead of rolling. You can use this feature once per long rest. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 3. Elemental (Fire) [SOL] + +The Elemental domain allows a cleric to become one with the elements. The fire sub-domain makes you less vulnerable to fire damage and grants you fire-based attacks. + + +### Level 1 + +* Bonus Cantrip (Fire) + +Fire Bolt + +* Elemental Domain Spells + +In your list and always prepared: + + I Thunderwave, Fog Cloud + + II Levitate, Misty Step + + III Lightning Bolt, Fly + + IV Ice Storm, Wall of Fire + + V Cone of Cold, Conjure Elemental + +* Primal Harmony (Fire) + +Resistance to Fire: damage is halved + + +### Level 2 + +* Channel Divinity: Fire Burst + +Channel Divinity to cause 3d8 fire damage to a target within 12 cells. A successful Dexterity save halves the damage. + + +### Level 6 + +* Scholar of the Elements + +Use your reaction to become immune to your domain element so it heals you instead of wounding you. + + +### Level 8 + +* Call Upon Fire + +The target suffers fire damage and must succeed a STR save or be pushed. Can be used a number of times equal to your WIS bonus until a long rest. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Summon Inferno + +As an action, you can summon 2 fire elemental. Once you use this ability, you can't use it again until you finish a long rest. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 4. Elemental (Ice) [SOL] + +The Elemental domain allows a cleric to become one with the elements. The ice sub-domain makes you less vulnerable to cold damage and grants you ice-based attacks. + + +### Level 1 + +* Bonus Cantrip (Cold) + +Ray of Frost + +* Elemental Domain Spells + +In your list and always prepared: + + I Thunderwave, Fog Cloud + + II Levitate, Misty Step + + III Lightning Bolt, Fly + + IV Ice Storm, Wall of Fire + + V Cone of Cold, Conjure Elemental + +* Primal Harmony (Cold) + +Resistance to Cold: damage is halved + + +### Level 2 + +* Channel Divinity: Ice Lance + +Use Channel Divinity on a target within 12 cells. The target must make a Dexterity saving throw or be pushed away by 2 cells and suffer 2d8 cold damage. + + +### Level 6 + +* Scholar of the Elements + +Use your reaction to become immune to your domain element so it heals you instead of wounding you. + + +### Level 8 + +* Call Upon Cold + +The target suffers cold damage and must succeed with a STR save or become restrained until the end of its next turn. Can be used a number of times equal to your WIS bonus until a long rest. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Summon Blizzard + +As an action, you can summon 2 ice elemental. Once you use this ability, you can't use it again until you finish a long rest. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 5. Elemental (Lightning) [SOL] + +The Elemental domain allows a cleric to become one with the elements. The lightning sub-domain makes you less vulnerable to lightning damage and grants you lightning-based attacks. + + +### Level 1 + +* Bonus Cantrip (Lightning) + +Shocking Grasp + +* Elemental Domain Spells + +In your list and always prepared: + + I Thunderwave, Fog Cloud + + II Levitate, Misty Step + + III Lightning Bolt, Fly + + IV Ice Storm, Wall of Fire + + V Cone of Cold, Conjure Elemental + +* Primal Harmony (Lightning) + +Resistance to Lightning: damage is halved + + +### Level 2 + +* Channel Divinity: Lightning Blade + +Channel Divinity to cause 1d8 lightning damage to a target within 12 cells. On a failed Dexterity save, the target is also stunned until the end of its next turn. + + +### Level 6 + +* Scholar of the Elements + +Use your reaction to become immune to your domain element so it heals you instead of wounding you. + + +### Level 8 + +* Call Upon Thunder + +Creatures in the area of effect must make a successful CON save or suffer thunder damage equal to 2D8 + your WIS bonus and become restrained until the end of their next turn. Can be used a number of times equal to your WIS bonus between long rests. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Living Tempest + +As a bonus action, you can give yourself a flying speed equal to your walking speed. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 6. Forge [UB] + +Holy smiths who channel their faith through steel and forges. Reinforcing allied armor and heavily armoring themselves. + + +### Level 1 + +* Bonus Proficiencies + +Gain proficiency in smith tools and heavy armor. + +* Expanded Spells + + + I Identify, Searing Smite + + II Heat Metal, Magic Weapon + + III Protection from Energy, Elemental Weapon + + IV Wall of Fire, Stoneskin + + V Flame Strike, Hold Monster + + + +* Reinforce Armor + +Once per short rest, you may reinforce a non-magical piece of armor or shield. The reinforced object gains an additional +1 AC. + + +### Level 2 + +* Channel Divinity: Adamant Benediction + +Using an action, bolster the armor of allies in a 30ft radius. Their armor gains the Strength of adamantine armor, gaining immunity to critical for 1 minute. + + +### Level 6 + +* Forge Mastery + +Gain fire resistance and while wearing armor gain +1 AC. + +* Reinforce Armor + +Once per short rest, you may reinforce a non-magical piece of armor or shield. The reinforced object gains an additional +2 AC. + + +### Level 8 + +* Divine Strike + +Once during your turn, deal +1d8 fire damage on weapon attacks. This damage increases to 2d8 at 14th level. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 11 + +* Reinforce Armor + +Once per short rest, you may reinforce a non-magical piece of armor or shield. The reinforced object gains an additional +3 AC. + + +### Level 16 + +* Reinforce Armor + +Once per short rest, you may reinforce a non-magical piece of armor or shield. The reinforced object gains an additional +4 AC. + + +### Level 17 + +* Blessed Metal + +Your blessed affinity with fire and metal becomes more powerful. While wearing armor, you gain the following benefits: +• You gain immunity to fire damage. +• You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 7. Insight [SOL] + +The Insight domain focuses on learning, memory, and deduction. Those who embrace this domain are renowned for their knowledge and wisdom. + + +### Level 1 + +* Divine Intuition + +Advantage on ability checks using Arcana, History, and Nature + +* Insight Domain Spells + +In your list and always prepared: + + I Detect Evil and Good, Identify + + II Find Traps, See Invisibility + + III Slow, Remove Curse + + IV Identify Creatures, Phantasmal Killer + + V Dispel Evil and Good, Dominate Person + +* Inspired Diplomat + +You always know the odds when choosing between dialog choices that include an Ability Check (Persuasion, Deception, or Intimidation). + + +### Level 2 + +* Channel Divinity: Foreknowledge + +Channel Divinity to see the immediate future and dodge your enemy's attacks better. For 1 minute, the first attack (except shove) made against you after your turn suffers disadvantage. + + +### Level 6 + +* Divine Eye + +Advantage to detect traps, hidden doors, and objects + + +### Level 8 + +* Divine Lore + +You know all languages, written and spoken. In addition, you can identify a magical item once per long rest. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Avatar of Knowledge + + +• You gain proficiency with Intelligence based saving throws. +• You can now channel your Foreknowledge divinity to you and all allies within 15 ft. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 8. Law [SOL] + +The Law domain focuses on protecting the innocent and punishing the guilty, granting powers and spells to control and tame the unlawful. + + +### Level 1 + +* Commanding Presence + +Proficient with Intimidation. + Advantage on Intimidation checks + +* Law Domain Spells + +In your list and always prepared: + + I Heroism, Shield + + II Branding Smite, Hold Person + + III Counterspell, Lightning Bolt + + IV Banishment, Guardian of Faith + + V Hold Monster, Dispel Evil and Good + +* Unyielding Enforcer + +Advantage on rolls to resist being shoved or moved by magical means + + +### Level 2 + +* Channel Divinity: Force of Law + +Channel Divinity when casting an attack spell to impose disadvantage on your target's saving throw. + +* Channel Divinity: Holy Retribution + +When a melee attack damages you, you can use your reaction to Channel Divinity and strike back using a melee weapon, adding (2d6 + cleric level) psychic damage. + + +### Level 6 + +* Word of the Law + +Break the spellcasting concentration of an enemy + + +### Level 8 + +* Anathema + +On a failed WIS saving throw, restrains a creature and inflicts force damage each turn equal to your WIS modifier. The creature can make a WIS saving throw at the end of their turn. Can be used once per short rest. + At level 14 or above, can be used twice per short rest and the damage is increased by an additional +2d6. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 14 + +* Anathema + +On a failed WIS saving throw, restrains a creature and inflicts force damage each turn equal to your WIS modifier. The creature can make a WIS saving throw at the end of their turn. Can be used once per short rest. + At level 14 or above, can be used twice per short rest and the damage is increased by an additional +2d6. + + +### Level 17 + +* Final Word + +Whenever you break the spellcasting concentration of an enemy, that enemy becomes silenced until the end of your next turn. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 9. Life [SOL] + +The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life, and grants unrivaled healing abilities. + + +### Level 1 + +* Bonus Proficiency + +Proficient with Heavy Armor. + +* Disciple of Life + +When casting a healing spell, the target regains additional HP equal to (2 x spell level). + +* Life Domain Spells + +In your list and always prepared: + + I Bless, Cure Wounds + + II Lesser Restoration, Spiritual Weapon + + III Revivify, Mass Healing Word + + IV Death Ward, Guardian of Faith + + V Mass Cure Wounds, Raise Dead + + +### Level 2 + +* Channel Divinity: Preserve Life + +Restore hit points (5 x cleric level) to one or more allies within 6 cells, up to half their hit point maximum. + + +### Level 6 + +* Blessed Healer + +When you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hit points equal to (2 + spell level). + + +### Level 8 + +* Divine Strike + +Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 radiant damage to the target. When you reach level 14, the extra damage increases to 2d8. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Supreme Healing + +When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 10. Mischief [SOL] + +The Mischief domain is followed by those who pursue joy, pleasure, and wealth through trickery, luck, and manipulation. + + +### Level 1 + +* Borrowed Luck + +When you fail a saving throw where you did not have disadvantage, you can use your reaction to roll again. If you succeed, you will have disadvantage on your next saving throw.​​​​​​​ + +* Mischief Domain Spells + +In your list and always prepared: + + I Charm Person, Expeditious Retreat + + II Blur, Invisibility + + III Hypnotic Pattern, Slow + + IV Confusion, Greater Invisibility + + V Dominate Person, Hold Monster + +* Trickster + +Proficiency with Stealth and Deception + + +### Level 2 + +* Channel Divinity: Strike of Chaos + +When you hit a creature with a melee or ranged weapon attack, you can Channel Divinity to add 1d6 points of psychic damage, and impose a random condition if the target fails a wisdom saving throw. The condition can be: advantage on attack rolls, disadvantage on attack rolls, blinded, restrained, paralyzed, or none. + The additional damage is increased by 1d6 for every 3 levels above level 2 (level 5: 2d6, level 8: 3d6, etc.) + The target must make a wisdom saving throw against your spell save DC at the end of each of its turns. On a successful save, this effect ends; otherwise, it remains for a maximum duration of 1 minute. + + +### Level 6 + +* Elusive Target + +Starting at level 6, you are extremely hard to corner in close combat. When a melee attack hits you, you can use your reaction to gain the benefits of Dodging and Disengaging until the end of your next turn.​​​​​​ + + +### Level 8 + +* Divine Strike + +Once, on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage to the target. When you reach level 14, the extra damage increases to 2d8. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Fortune Favors The Bold + +Whenever you use your Channel Divinity: Strike of Chaos feature, you randomly gain one of the following effects for 1 minute: nothing, disadvantage on next attack roll, advantage on the next attack roll, temporary hit points equal to cleric level, +4d8 psychic damage on the next attack roll that hits, effects of Mirror Image spell. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 11. Nature [UB] + +Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. + + +### Level 1 + +* Bonus Proficiencies + +You gain proficiency with heavy armor. + +* Expanded Spells + + + I Animal Friendship, Entangle + + II Barkskin, Spike Growth + + III Conjure Animal, Wind Wall + + IV Dominate Beast, Freedom of Movement + + V Insect Plague, Cloudkill + + + +* Nature's Acolyte + +• You learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn't count against the number of cleric cantrips you know. +• You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. + + +### Level 2 + +* Channel Divinity: Charm Animals and Plants + +As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. + + +### Level 6 + +* Dampen Elements + +When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. + + +### Level 8 + +* Divine Strike + +You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra random 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Channel Divinity: Master of Nature + +As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is mind controlled by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 12. Oblivion [SOL] + +The Oblivion domain shows the darker aspect of Maraike, that of the goddess of death. Clerics who choose this domain consider life and death as part of the same, greater cycle, and can use necromantic spells as well as any other. + + +### Level 1 + +* Bonus Cantrip + +Chill Touch + +* Gate Keeper + +As long as you are conscious, you and your fellow party members within 6 cells have advantage on death saving throws. + +* Oblivion Domain Spells + +In your list and always prepared: + + I Sleep, Inflict Wounds + + II Blindness, Ray of Enfeeblement + + III Vampiric Touch, Fear + + IV Black Tentacles, Confusion + + V Contagion, Cloudkill + + +### Level 2 + +* Channel Divinity: Herald of Pain + +Channel Divinity to cause pain to enemies within 6 cells. Enemies failing a Wisdom save receive 1d8 necrotic damage and are poisoned. + +* Peaceful Rest + +While camping, reduces the chances of being attacked and prevents from being surprised. + + +### Level 6 + +* Strike of Oblivion + ++1d6 necrotic damage on your first attack of your turn. + + +### Level 8 + +* Mark of Fate + +Mark a creature you see so it receives additional necrotic damage equal to your WIS bonus from each attack. Can be retargeted upon the creature's death. You need to take a short rest or long rest to recover this power. Starting at level 14, you can use it twice before taking a rest. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 14 + +* Mark of Fate + +Mark a creature you see so it receives additional necrotic damage equal to your WIS bonus from each attack. Can be retargeted upon the creature's death. You need to take a short rest or long rest to recover this power. Starting at level 14, you can use it twice before taking a rest. + + +### Level 17 + +* Keeper of Oblivion + +You steal the life-force from your foes as they step to the gates of oblivion, to grant your allies a moment's respite. When an enemy you can see dies within 30 feet of you, allies within 30 ft of you regain hit points from a pool equals to your Cleric level. Allies with the lowest health are healed first until the pool is fully consumed. Once you use it, you can't do so again until the start of your next turn. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 13. Sun [SOL] + +The Sun domain encompasses the powers of cleansing light and warmth of the sun itself. Clerics who embrace this domain are beacons of light in a world of darkness. + + +### Level 1 + +* Bonus Cantrip + +Light + +* Holy Radiance + +When you cast Sacred Flame, your target has disadvantage on the saving throw. + +* Sun Domain Spells + +In your list and always prepared: + + I Burning Hands, Faerie Fire + + II Scorching Ray, Darkvision + + III Daylight, Hypnotic Pattern + + IV Fire Shield, Wall of Fire + + V Flame Strike, Greater Restoration + + +### Level 2 + +* Channel Divinity: Herald of the Sun + +Channel Divinity to engulf a visible enemy within 6 cells with radiant light, causing 1d8 radiant damage + 2 per cleric level (half damage on a successful Constitution saving throw) and cause the blinded condition for 1 minute (negated if saving throw was successful). + + +### Level 6 + +* Channel Divinity: Indomitable Light + +Channel divinity to summon a sphere of sunlight, which affects light sensitive creatures and negates areas of darkness. + +* Soothing Hand + +Heal an ally and remove one detrimental condition. + + +### Level 8 + +* Divine Strike + +Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 radiant damage to the target. When you reach level 14, the extra damage increases to 2d8. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Rising Dawn + +You have resistance to fire and radiant damage, and you bypass fire and radiant damage resistances with your attacks and spells. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +## 14. Tempest [UB] + +Gods whose portfolios include the Tempest domain govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. + + +### Level 1 + +* Bonus Proficiencies + +You gain proficiency with heavy armor and martial weapons. + +* Expanded Spells + + + I Fog Cloud, Thunderwave + + II Shatter, Rime's Binding Ice + + III Call Lightning, Sleet Storm + + IV Ice Storm, Blessing of Rime + + V Insect Plague, Destructive Wave + + + +* Wrath of The Storm + +You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). The damage increases to 3d8 at 5th, 4d8 at 11th and 5d8 at 17th level. You regain all expended uses when you finish a long rest. + + +### Level 2 + +* Channel Divinity: Destructive Wrath + +You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. + + +### Level 6 + +* Thunderous Strike + +During your turn, when you deal thunder damage to a large or smaller creature, you can also push it up to 10 feet away from you. + + +### Level 8 + +* Divine Strike + +You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + +### Level 10 + +* Divine Intervention + +You attempt to request the help of your deity, with a success chance of 1% per cleric level. + + +### Level 17 + +* Stormborn + +You can use your bonus action to gain flying speed equal to your walking speed for one hour. + + +### Level 20 + +* Improved Divine Intervention + +You attempt to request the help of your deity, with a 100% chance of success. + + + +# Druid + +## 1. Circle of Balance [SOL] + +Some say that druids from the Circle of Balance are gentle healers, while others tell of merciless executioners. The truth is, both are right: nature giveth, and nature taketh away. + + +### Level 2 + +* Circle of Balance Spells + +In your list and always prepared: + + II Prayer of Healing, Calm Emotions + + III Mass Healing Word, Revivify + + IV Banishment, Blight + + V Mass Cure Wounds, Cloudkill + +* Gift of Life + +Whenever you use a level 1 or higher spell to restore hit points to a creature, they also regain an additional number of hit points equal to your level at the start of their next turn. + + +### Level 6 + +* Survival of the Wisest + +Your spells are more effective against creatures you already faced. You gain a bonus equal to half your knowledge level (rounded up) to your spell DC and spell attack modifier against them. + + +### Level 10 + +* Cold Embrace + +Whenever you damage an opponent with a spell, they are unable to heal any HP until the start of your next turn. + + +### Level 14 + +* Balance of Power + +When you reach level 14, you can use your bonus action to grant all allies within 12 cells advantage on attack rolls until the start of your next turn. You and your allies who are under the effect of Balance of Power can be attacked with advantage by all enemies until the start of your next turn. + You can use Balance of Power a number of times equal to your proficiency bonus per long rest. + + + +## 2. Circle of the Ancient Forest [UB] + +You have forged a relationship with a powerful nature entity: Ancient Dryads, Arch-druids, Manifestations of the Feywild bleeding into the material plane, Forgotten gods from a primal age. It may wish for you to protect the natural world, travel to far off lands that it cannot, or it may have another motive that seems inscrutable to short-lived mortals. + + +### Level 2 + +* Ancient Forest Bonus Cantrips + +Your learn secrets on the nature of how natural magic and life energy are connected. Your learn Shillelagh and Chill Touch. + +* Expanded Spells + + + I Goodberry, Entangle + + II Protection from Poison, Spike Growth + + III Revivify, Stinking Cloud + + IV Blight, Giant Insect + + V Contagion, Insect Plague + + + +* Regrowth + +You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Druid level × 5. + + +### Level 6 + +* Herbal Brewing + +You can create herbal brews, each of which lasts until the next long rest. You create a total of brews equals to your proficiency bonus. For each brew, choose one of the following effects: +Fortifying Brew: grants resistance to different damage types for 1 hour. +Quickening Brew: provides 2d4 hit points. +Toxifying Brew: acts as poison that can be applied to a weapon that lasts for 1 minute. If the hit lands the target takes 1d4 poison damage on each hit. + +* Life Sap + +When you damage an enemy with a spell, you heal HP equal to half your level once per turn. If you are below half HP, you instead heal HP equal to your level instead, but only up to half of your maximum HP. + + +### Level 10 + +* Photosynthesis + +You can absorb energy from sunlight. While you are in direct bright light, you gain 2 HP per round. + +* Rooted + +Arboreal tendrils grow from your ft and dig into the ground. Your speed becomes 0, and you gain advantage on any saving throws to push you, pull you, or knock you prone.You can cast entangle at will. + + +### Level 14 + +* Barkskin + +AC is set to 16. + +* Forest Barrier + +Cast Wall of Thorns a number of times a day equal to your proficiency bonus. + + + +## 3. Circle of the Eternal Grove [UB] + +The Circle of the Eternal Grove strives to protect and preserve as many living beings as it can. These druids understand the significance of every life form in the natural cycle, be it large or small, and that every one of them is worth saving. + + +### Level 2 + +* Expanded Spells + + + I Cure Wounds, Goodberry + + II Lesser Restoration, Prayer of Healing + + III Beacon of Hope, Mass Healing Word + + IV Freedom of Movement, Stoneskin + + V Greater Restoration, Mass Cure Wounds + + + +* Verdancy + +Starting at 2nd level, whenever you heal a creature using a level 1 healing spell or higher, or affect them by Lesser and Greater Restoration spells, that creature also restores a number of hit points equal to the spell casting level, at the start of it's turn, for 3 rounds. If a creature falls unconscious, the healing is removed. This effect stacks. + + +### Level 6 + +* Seed of Life + +Starting at 6th level, you conjure a magical seed and merge it with the soul of one creature. As a bonus action, select one allied creature. The targeted creature gains the following benefits for one minute: +• At the start of each of the creature's turns, the creature restores a number of hit points equal to your proficiency. +• If the creature falls to 0 hit points all other effects of Seed of Life also end. +• If the effect expired naturally after a minute, the creature is healed for 2x your Druid level. +You can use this feature twice per long rest. + + +### Level 10 + +* Revitalizing Boon + +Starting at 10th level, creatures affected by Verdancy or Seed of Life gain advantage on Constitution saving throws and resistance to necrotic damage. + + +### Level 14 + +* Harmonious Bloom + +Starting at 14th level, all healing spells you cast count as being cast at one slot level higher, and your Verdancy feature lasts for 5 rounds instead of 3. + + + +## 4. Circle of the Forest Guardian [UB] + +Circle of the Forest Guardian Druids are sworn to protect the forests and all that dwell within them. Skilled in the use of Abjuration magic and martial combat, members of this druidic circle are fearsome opponents on the battlefield. + + +### Level 2 + +* Bark Ward + +You can use your bonus action and expend a use of your Wild Shape feature to cover yourself with regenerating bark. While the bark is active, you gain 4 temporary hit points at the start of each of your turn, including the turn when you used this feature. The temporary hit points are increased to 6 at 6th level, and the power is improved at 10th. The bark lasts for one minute, or until you become incapacitated. + +* Expanded Spells + + + I Ensnaring Strike, Shield + + II Lesser Restoration, Spike Growth + + III Protection from Energy, Dispel Magic + + IV Aura of Life, Freedom of Movement + + V Greater Restoration, Hold Monster + + + +* Sylvan Magic + +Your non-two-handed weapon attacks count as magical, and you use your spell casting modifier for your attack and damage rolls. If you have the Two Weapon fighting style, these changes also apply to your offhand attack. + + +### Level 6 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 10 + +* Improved Bark Ward + +You can use your bonus action and expend a use of your Wild Shape feature to cover yourself with regenerating bark. While the bark is active, you gain 8 temporary hit points at the start of each of your turn, including the turn when you used this feature. The temporary hit points are increased to 10 at 14th level. In addition, you have poison immunity while Bark Ward is active, and whenever a creature damages you with a melee weapon attack while within 5ft of you and while you have any temporary hit points, the creature receives 2d8 piercing damage. The improved bark lasts for one minute, or until you become incapacitated. + + +### Level 14 + +* Nature's Guardian + +When you activate Bark Ward, and on subsequent start of each of your turns while your Bark Ward is active, all allies that you can see within 15 feet of you also receive the same amount of temporary hit points from it as you do. + + + +## 5. Circle of the Kindred Spirit [SOL] + +At the beginning of time, there was harmony between animals and sentient beings. Some of them even forged an unbreakable bond, melding two minds and souls in two bodies so that the two bodies shared their bond. This ancient bond has been preserved in the Circle of the Kindred Spirits, an order of druids preserving this sacred bond. + + +### Level 2 + +* Spirit Bond + +Your kindred spirit has the following features: + Proficiency bonuses: druid's proficiency bonuses + Attack roll: druid's melee spell attack + Saving Throws = druids' saving throws + INT is always 8 + Advantage to attack on enemies engaged with the druid or the druid's allies + If the kindred spirit dies, the druid sustains 3D6 psychic damage and is stunned for the remainder of the turn, unless unconscious. + After a short rest, the kindred spirit regains the same HP as the druid does from spending hit dice. + +* Spirit Call + +Use an action to call your kindred spirit to a spot within 6 cells. If the spirit dies, you must complete a long rest before you can call it again. + +* Spirit Choice + +Choose a spirit to bond to. Grants a bonus to the bonded druid. + + +### Level 6 + +* Magical Spirit + +The attacks of the kindred spirit are considered magical. + Furthermore, each time you heal yourself, the healing trickles down to your kindred spirit, letting it regain a number of HP equal to your spellcasting ability bonus. + + +### Level 10 + +* Shared Pain + +As a reaction, the damage inflicted to the druid or the kindred spirit can be shared equally among both. + + +### Level 14 + +* Spirit Rage + +When you reach level 14, you can use Spirit Rage on your kindred spirit as a bonus action. It becomes stronger for 1 minute and gains the following bonuses: + - AC and damage bonus equal to you proficiency; + - 2nd attack. + You can use Spirit Rage a number of times equal to your proficiency bonus per long rest. + + + +## 6. Circle of the Land [SOL] + +The Circle of the Land is made up of mystics and sages who safeguard the ancient knowledge of the Old Faith. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. + + +### Level 2 + +* Bonus Cantrip + +Learn a druid cantrip of your choice. + +* Natural Recovery + +Once per day when you complete a short rest, you can recover a number of expended spell slots (max 5th level) up to half of your druid level, rounded up. + + +### Level 3 + +* Circle Spells + +Select a terrain type that grants a range of spells that are always treated as prepared. Forest,Grassland,Mountain,Swamp,Desert,Coast orArctic + + +### Level 6 + +* Land's Stride + +Moving through difficult terrain does not cost extra movement and you are immune to magical plants that impedede movement, such as the Entangle or Spike Growth spells. + + +### Level 10 + +* Nature's Ward + +You are immune to charm or fear effects caused by elementals or feys, as well as to poison and disease. + + +### Level 14 + +* Nature's Sanctuary + +When you reach level 14, whenever you deal damage to an enemy with a spell of level 1 or higher, they must make a STR saving throw or become restrained until the start of your next turn. After being affected once, they become immune to this effect. + + + +## 7. Circle of the Moon [UB] + +Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. + + +### Level 2 + +* Combat Healing + +While in wild shape, you can use a bonus action to heal yourself for 1d8 hit points. You can use this feature a number of times equal to your proficiency modifier per form you adopt per long rest. + +* Combat Wild Shape + +The rites of your circle grant you the ability to transform quicker and into more dangerous animal forms. You use Bonus Action, instead of main Action to Wild Shape and have improved beast form selection. + + +### Level 6 + +* Improved Combat Healing + +Your Combat Healing now heals you for 2d8 hit points. + +* Primal Strike + +Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can also transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. + + +### Level 10 + +* Elemental Forms + +At 10th level, you can expend two uses of Wild Shape to transform into an air elemental, an earth elemental or a fire elemental. + +* Superior Combat Healing + +Your Combat Healing now heals you for 3d8 hit points. + + +### Level 14 + +* Monstrous Forms + +At 14th level, you can expend two uses of Wild Shape to transform into a crimson spider or minotaur elite. + +* Superb Combat Healing + +Your Combat Healing now heals you for 4d8 hit points. + + + +## 8. Circle of the Stars [UB] + +The Circle of the Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the stars. + + +### Level 2 + +* Star Map + +You've created a star chart as part of your heavenly studies. While holding this map, you have these benefits: +• You know the Guidance cantrip. +• You have the Guiding Bolt spell prepared and can cast it without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + +* Starry Form + +As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, your body becomes luminous. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it, are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body: Archer, Chalice, or Dragon. + + +### Level 6 + +* Cosmic Omen + +You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can use a no cost power and until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: +• Weal: Whenever a creature you can see within 30 feet of you is about to make an attack roll, an attribute check, or a saving throw, you can use your reaction to roll a d6 and add the number rolled to the total. +• Woe: Whenever a creature you can see within 30 feet of you is about to make an attack roll or a saving throw, you can use your reaction to roll a d6 and subtract the number rolled from the total. + + +### Level 10 + +* Twinkling Constellations + +The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 ft. Moreover, if you haven't moved or used any bonus or main action yet while in your Starry Form, you can change which constellation glimmers on your body. + + +### Level 14 + +* Full of Stars + +While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. + + + +## 9. Circle of the Wildfire [UB] + +Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another. + + +### Level 2 + +* Expanded Spells + + + I Burning Hands, Cure Wounds + + II Flaming Sphere, Scorching Ray + + III Ashardalon's Stride, Revivify + + IV Aura of Life, Fire Shield + + V Flame Strike, Mass Cure Wounds + + + +* Summon Wildfire Spirit + +You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. + + +### Level 6 + +* Enhanced Bond + +The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. + + +### Level 10 + +* Cauterizing Flames + +You gain the ability to turn death into magical light that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral light springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier. 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. + + +### Level 14 + +* Blazing Revival + +When you are reduced to 0 hit points and thereby fall unconscious, you can regain half your hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest. + + + +## 10. Circle of Winds [SOL] + +Druids from this circle draw their strength from the winds. As the Cataclysm raged, the connection druids felt to nature frayed. But not so for the Circle of the Winds. They felt the mana currents carried by the winds and through them a connection to nature. Through this, they were able to protect nature from the worst of the cataclysm-born depredations. + + +### Level 2 + +* Carried by the Wind + +Casting a spell of level 1 or higher makes you automatically take the Disengage action for free and gain +2 movement speed until the end of your turn. + + +### Level 6 + +* Sheltering Breeze + +You can use a bonus action to let Sheltering Breeze blow upon all allies within 6 cells of you. All affected creatures (including yourself) have advantage to all saving throws until the start of your next turn. For each long rest, you can use this feature a number of times equal to your WIS bonus. + + +### Level 10 + +* Guiding Winds + +Whenever you hit an enemy with an attack roll, the next attack roll against them before the end of your next turn has advantage. + + +### Level 14 + +* Unfettered + +Upon reaching level 14, you are constantly under the effect of Freedom of Movement and you gain +1 cell movement and a +3 bonus on initiative. + + + +# Fighter + +## 1. Arcane Archer [UB] + +An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Marksmen are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. + + +### Level 3 + +* Arcane Lore + +You choose to gain proficiency in either the Arcana or the Nature skill. + +* Arcane Shot + +You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice. Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have 2 uses of this ability, and you regain all expended uses of it when you finish a short or long rest. + +* Arcane Magic + +You choose to learn one Wizard cantrip. + + +### Level 7 + +* Arcane Shot + +Select 1 arcane shot of your choice. + +* Guided Shot + +You infuse your arrows with divination magic, making them more likely to hit their targets. When you make an attack roll with a shortbow or longbow and miss, you can use your reaction to reroll the attack roll against that creature. + +* Magic Arrow + +You gain the ability to infuse arrows with magic. Whenever you fire a non-magical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. + + +### Level 10 + +* Arcane Shot + +Select 1 arcane shot of your choice. + +* Arcane Shot Usage + +You gain one additional usage of your Arcane Shot technique. + + +### Level 15 + +* Arcane Shot + +Select 1 arcane shot of your choice. + +* Ever-Ready Shot + +Your magical archery is available whenever battle starts. If you roll initiative and are missing at least one use of Arcane Shot, you regain one use of it. + + +### Level 18 + +* Arcane Shot + +Select 1 arcane shot of your choice. + +* Arcane Shot Usage + +You gain one additional usage of your Arcane Shot technique. + + + +## 2. Banneret [UB] + +A knight who inspires greatness in others by committing brave deeds in battle. A Banneret is a skilled warrior, but one leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. + + +### Level 3 + +* Rallying Cry + +Starting at 3rd level, you replace your Second Wind with a power that restores hit points equal to 4x your Fighter Level, distributed evenly, to one or more allies within 30 ft. + + +### Level 7 + +* Royal Envoy + +Starting at 3rd level, you add half of your proficiency bonus to any Charisma check you make that doesn't already use your proficiency bonus. In addition, you become proficient with Charisma saving throws. + + +### Level 10 + +* Inspiring Surge + +Starting at 10th level, as a bonus action, you can grant an ally an additional main action for 1 round. You can use this power once per short rest. + + +### Level 15 + +* Inspiring Protection + +Starting at 15th level, your actions inspire others to keep on fighting. Whenever one of your allies that you can see within 60 feet fails a saving throw, you can use your reaction to make that ally reroll their save. You can use this feature three times per long rest. + + +### Level 18 + +* Spirited Surge + +Starting at 18th level, your Inspiring Surge also grants advantage on all attacks, saving throws and ability checks for 1 round. + + + +## 3. Battle Master [UB] + +For battle masters, a battle is a test of wit as much as a test of might. They employ various martial techniques passed down by triumphant military leaders, aiming to outmaneuver and outmatch the opposing side using whatever tactic necessary to be victorious. + + +### Level 3 + +* Additional Superiority Die + +You gain an additional superiority die. + +* Maneuvers + +You learn three special techniques called maneuvers. Using a maneuver costs one superiority die. Most maneuvers enhance your attacks in a way and add the superiority die's roll to the attack's damage. You can only have one maneuver active at a time. Some of your maneuvers require your target to make a saving throw to avoid its detrimental effects. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. + +* Sharp Mind + +Gain proficiency with a skill of your choice. + +* Superiority Die + +You gain four D8 dice called superiority dice that you can spend to use various maneuvers. Spent dice recharge whenever you take a short or long rest. On certain levels these dice increase in size. + + +### Level 7 + +* Additional Superiority Die + +You gain an additional superiority die. + +* Honed Skill + +Gain expertise with a skill or tool of your choice. + +* Maneuvers + +Learn 2 maneuvers. + +* Replace Maneuver + +You can replace one maneuver you know with a new one. + + +### Level 10 + +* Additional Superiority Dice + +You gain two additional superiority dice. + +* Replace Maneuver + +You can replace one maneuver you know with a new one. + +* Superiority Die Size (d10) + +Your superiority die is upgraded to D10. + + +### Level 15 + +* Additional Superiority Die + +You gain an additional superiority die. + +* Battle Clarity + +Gain proficiency with a saving throw of your choice. + +* Maneuvers + +Learn 2 maneuvers. + +* Replace Maneuver + +You can replace one maneuver you know with a new one. + + +### Level 18 + +* Master of Warfare + +During combat, you regain a superiority die at the start of each of your turns. + +* Replace Maneuver + +You can replace one maneuver you know with a new one. + +* Superiority Die Size (d12) + +Your superiority die is upgraded to D12. + + + +## 4. Champion [SOL] + +Champions focus on the raw physical power, honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. + + +### Level 3 + +* Improved Critical + +Your weapon attacks score a critical hit on a roll of 19 or 20. + + +### Level 7 + +* Remarkable Athlete + +Add half of your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, both your jumping distance and climbing abilities increase, too. + + +### Level 10 + +* Additional Fighting Style + +Choose a new fighting style option. + + +### Level 15 + +* Superior Critical + +Your weapon attacks score a critical hit on a roll of 18, 19 or 20. + + +### Level 18 + +* Survivor + +You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. + + + +## 5. Commander [SOL] + +Commanders lead their troops to victory through discipline and rigorous training. They can bolster their allies both offensively and defensively, and aren't shy to take matters into their own hands. + + +### Level 3 + +* Bonus Proficiencies + +You gain proficiency in the Intimidation and Insight skills. + +* Rousing Shout + +You can use a bonus action to give all allies within 3 cells of you (including yourself) advantage on their next attack until the start of your next turn. You can use this power a number of times equal to you Proficiency bonus, then you need to take a Short Rest to recover it. + + +### Level 7 + +* Coordinated Defense​​​​​​​ + +When you use the attack action, you can forego one of your attacks to grant an ally within 3 cells of you (including yourself) Dodge until the start of your next turn. + + +### Level 10 + +* Invigorating Shout​​​​​​​ + +Rousing Shout's range increases from 3 to 6 cells. Allies affected by Rousing Shout now also gain temporary hit points equal to your level for 1 minute. + + +### Level 15 + +* Lead by Example + +Once per turn after you strike an enemy, you leave a mark on them until the start of your next turn. Any time an ally (including yourself) makes a successful attack against the marked enemy, they take 1d4 additional damage (of the same damage type as the original damage taken). + + +### Level 18 + +* Peerless Commander + +Starting at 18th level, any ally affected by Rousing Shout also gains advantage on their next saving throw and 10 additional feet of movement until the start of your next turn. + + + +## 6. Eldritch Knight [UB] + +Eldritch Knights are fighters that specialize in defense and protection. They use magic to aid their natural abilities. + + +### Level 3 + +* Improved War Casting + +Advantage on concentration checks, be able to use your weapons as spellcasting focus, be able to perform somatic components of spells while holding items, and no disadvantage when enemies are within melee range. + +* Spellcasting + +Cast Wizard spells and cantrips. + + +### Level 7 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* War Magic + +You can use your bonus action to attack using the weapon in your main hand after casting a spell (or a cantrip if enabled on mod ui rules). + + +### Level 10 + +* Blade Weaving + +When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes before the end of your next turn. + + +### Level 15 + +* Arcane Deflection + +You can use your arcane powers to shield yourself as a reaction. This gives you +3 to your AC until your next turn. + + +### Level 18 + +* Protective Barrier + +You can use your action to target up to 4 friendly creatures. Each affected creature gains +2 AC while the barrier lasts. You can use this feature once per long rest. + + + +## 7. Guardian [UB] + +Guardians are stalwart warriors who use taunts and impregnable defenses to become a living wall between their allies and certain doom. Whether a guardian is a valiant knight, a stubborn sellsword, or a battle-hardened general, there is no one better to have at your side when the situation is at its most dire. + + +### Level 3 + +* Compelling Strike + +Whenever you hit a creature with a melee weapon attack, you can taunt the creature until the start of your next turn. A creature taunted by you has disadvantage on any attack roll that doesn't target you. This effect ends early if another ally taunts the creature or if you are ever more than 5 feet away from the creature. + +* Stalwart Front + +You have mastered techniques to take advantage of every drop in any enemy's guard: +• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. +• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. +• You can use your reaction to make a melee weapon attack against the attacking creature when a creature makes an attack against a target other than you. + + +### Level 7 + +* Unyielding + +You gain proficiency in Wisdom saving throws. You are also treated as having half-cover while you are wearing heavy armor and aren't incapacitated. + + +### Level 10 + +* Grand Challenge + +As a bonus action, you taunt all hostile creatures that you can see within 30-foot-sphere of you. Each affected enemy creature must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + your Constitution modifier) or become taunted until the start of your next turn. A creature taunted by you has disadvantage on any attack roll that doesn't target you. This effect ends early if another ally taunts the creature or if you are ever more than 30 ft away from the creature. You can use this feature a number of times per long rest equal to your proficiency bonus. + + +### Level 15 + +* Vigilance + +You can no longer be surprised, and you can use your reaction twice per round instead of only once, but only once per turn. + + +### Level 18 + +* Impervious Protector + +You gain resistance to all non-magical bludgeoning, piercing and slashing damage as long as you are wearing heavy armor, and if you roll initiative and are missing at least one use of your Grand Challenge feature, you regain one use of it. + + + +## 8. Mountaineer [SOL] + +Mountaineers are trained to fight in difficult terrain and confined spaces. They are capable skirmishers and know how to take advantage of small spaces, given the right equipment. + + +### Level 3 + +* Shield Swipe + +Advantage on shove attempts when using a shield. + +* Tunnel Fighter + +While using a shield, gain +2 AC when you have a wall on one of your four sides (no diagonals). + + +### Level 7 + +* Close Quarters + +As a bonus action, you can force a switch of positions with an enemy within melee range by performing a STR vs STR or DEX challenge, just like for shoving. You are not open to opportunity attacks by doing so. If successful, you have advantage to attack this creature until the end of your turn. + + +### Level 10 + +* Shield Push + +Provided you wield a shield, you can shove an opponent as a bonus action. + + +### Level 15 + +* Pack Striker + +Starting at level 15, when you are using a shield, you have advantage on melee attack rolls against your target if another enemy of the target is within one cell of it, and if that enemy isn't incapacitated. + + +### Level 18 + +* Position of Strength + +Starting at 18th level, your Tunnel Fighter feature also provides its benefits when within 5 feet of any ally (no diagonals). You have a permanent aura that grants +1 AC to you and all allies within 5 ft. + + + +## 9. Psi Warrior [UB] + +Psi Warriors are disciplined warriors who utilize a wide range of psychokinetic abilities to gain the upper hand in battle. They can easily adapt to any situation, augment their might with psi-infused attacks or aid allies with mentally created barriers and telekinetic movement. + + +### Level 3 + +* Psionic Initiate + +You gain a number of Force Points that can be used to fuel various psychokinetic abilities. You start with 3 Force Points and gain 1 additional point every 3 levels thereafter. Your Force Points recharge on short or long rest. +• Force-Powered Strike. Once on each of your turns when you hit a creature with a weapon attack, you can expend 1 Force Point to deal additional force damage equal to 1d8 + Intelligence modifier. The damage increases to 1d10 at 10th, and 1d12 at 18th level. +• Kinetic Barrier. When you or another allied creature that you can see within 30 feet of you is about to be hit by an attack, you can expend 1 Force Point and use your reaction to form a protective shield of pure force around it, granting it extra AC equal to your Intelligence modifier (minimum +1) against that attack and all subsequent attacks until the end of the attacking creature's turn. +• Force Drive. You can expend 1 Force Point as a free action to launch weapons using your psychokinetic powers. Until the end of your turn, your equipped melee weapons gain 30 feet of additional range. You can use this feature once per short rest without expending a Force Point. + + +### Level 7 + +* Psionic Adept + +You can now impose a Strength saving throw upon the creature struck by Force-Powered Strike (DC = 8 + proficiency bonus + Intelligence modifier). If the creature fails it, you can either knock the creature back 15 feet or knock it prone. + +* Psionic Propulsion + +You can expend 1 Force Point and use your bonus action to gain flying speed equal to twice your walking speed and not provoke opportunity attacks until the end of your turn. You can use this feature once per short rest without expending a Force Point. + + +### Level 10 + +* Force of Will + +Your psionic energy grants you extraordinary resilience. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 1) if you have at least 1 hit point. In addition, you can use your Intelligence modifier instead of your Wisdom and Charisma modifier for saving throws if it's higher. + + +### Level 15 + +* Force Bulwark + +You can shield yourself and others with psychokinetic force. As a bonus action, you can expend 1 Force Point and choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. You can use this feature once per long rest without expending a Force Point. + + +### Level 18 + +* Telekinetic Grasp + +You can expend 1 Force Point to cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. You can use this feature once per long rest without expending a Force Point. + + + +## 10. Spellblade [SOL] + +Spellblades are as skilled with arcane magic as with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells. + + +### Level 3 + +* Magic Weapon + +Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks. + +* Spellcasting + +Cast wizard spells and cantrips of the conjuration, evocation, transmutation, and enchantment schools. + + +### Level 7 + +* Into the Fray + +You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic components with the weapon instead of your hand. Additionally, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls. + + +### Level 10 + +* Spell Tyrant + +Target a creature and move it one cell in any direction if it fails a STR save. + + +### Level 15 + +* Arcane Escape + +Whenever you cast a spell, you gain the benefit of the Dodge action until the start of your next turn. + + +### Level 18 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + + + +## 11. Warlord [UB] + +Whether they are loved, respected or feared, warlords are primarily known for one thing – leading soldiers like no one else. A warlord stands side by side with their allies and can shift the tide of any battle, no matter if it requires a sword or a sharp tongue. The sheer presence of these accomplished leaders is enough for a soldier to confidently follow their orders and be the best version of themselves. + + +### Level 3 + +* Press the Advantage + +As you strike, you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening. Once during your turn when you hit a creature with a melee weapon attack, you can immediately initiate one of the following maneuvers: +• Exploit Opening - The next attack roll made by an attacker other than yourself against this creature is made with advantage. The attack must be made before the start of your next turn. +• Predict Attack - The creature has disadvantage on the next attack roll it makes before the start of your next turn. +• Covering Strike - All allies other than yourself don't provoke opportunity attacks from this creature. This effect lasts until the start of your next turn. + +* Relentlessness + +You gain a bonus to initiative rolls equal to your Strength modifier (minimum +1). + + +### Level 7 + +* Strategic Reposition + +You can use your bonus action to order an ally other than yourself that you can see and that is within 30 feet of you to change their position. The targeted ally can move up to half its movement speed (rounded up) without provoking opportunity attacks. + + +### Level 10 + +* Coordinated Assault + +Once during your turn when you hit a creature with a melee weapon attack, you can issue an order to assault the creature, allowing all allies to use their reaction to make an attack of opportunity against it. You can use this feature a number of times per long rest equal to your proficiency bonus. + + +### Level 15 + +* Commanding Presence + +You add half your Strength modifier (rounded up, minimum +1) as initiative bonus to all allied creatures (other than you) within 30 feet of you. In addition, you and all allied creatures within 30 feet of you roll all saving throws against charm and frightened effects with advantage. + + +### Level 18 + +* Control the Field + +You regain one usage of your Coordinated Assault whenever you roll initiative, and whenever you use your Strategic Reposition feature, you can reuse that feature as a free action before your turn ends. + + + +## 12. Weapon Master [UB] + +Weapon Masters are first-rate warriors who devoted all their time and energy into Mastery a single weapon type. They are extraordinarily adept at exploiting weaknesses and can cut through enemy lines with deadly efficiency. + + +### Level 3 + +* Focused Strikes + +You can use your bonus action to gain advantage on all attacks with your specialized weapon until the end of your turn. You can use this feature three times per long rest. + +* Improved Critical + +Your weapon attacks score a critical hit on a roll of 19 or 20. + +* Weapon Specialization + +You gain +1 to hit and damage rolls with your specialized weapon type. A Martial Weapon Master will have disadvantage to attack with all other weapon types but gets a +2 bonus starting at level 9th, and a +3 starting at level 17th. + + +### Level 7 + +* Momentum + +Once during your turn, you are able to make one additional weapon attack as a part of your attack action, after you reduce a creature to 0 hit points using your specialized weapon. + + +### Level 10 + +* Battle Stance + +Whenever you roll initiative, you gain temporary hit points equal to your weapon master level + Constitution modifier and regain one usage of your Focused Strikes feature if you have your specialized weapon equipped. + + +### Level 15 + +* Deadly Accuracy + +Whenever you score a critical hit with your specialized weapon, you deal an additional 2d6 damage. + +* Superior Critical + +Your weapon attacks score a critical hit on a roll of 18, 19 or 20. + + +### Level 18 + +* Perfect Strikes + +Your Focused Strikes also grants you advantage on all damage rolls while attacking with your specialized weapon. + + + +# Monk + +## 1. Way of Discordance [UB] + +While most monks seek enlightenment through contemplation and achieving inner peace, monks of the Way of Discordance on the other hand are focused on harnessing the chaotic energies of the universe. These mystical scholars of disharmony exploit the inner conflicts of their enemies by manipulating their Ki, devastating them with bursts of distorting energy. + + +### Level 3 + +* Chaos Channeling + +You can gather a portion of your own accrued chaos and use it to create spikes of negative energy. As a free action, increase the range of your unarmed strikes by 30 feet and convert all damage you deal with unarmed strikes into necrotic damage until the end of your turn. You can use this feature a number of times per long rest equal to your proficiency bonus and can spend 2 Ki Points to use it again if you are out of uses. + +* Discordance + +You learn to manipulate the inner chaos of your foes. Each time you hit a creature with an unarmed strike, the creature receives one instance of Discordance condition for 1 minute. When a creature receives the 2nd instance, both instances are removed, the creature receives necrotic damage equal to your Martial Arts die + Wisdom modifier, and the creature cannot receive additional Discordance condition instances until the end of that turn. + + +### Level 6 + +* Turmoil + +Starting at 6th level, when a creature receives damage from your Discordance feature, it must succeed on Charisma saving throw (DC 8 + proficiency bonus + Wisdom modifier) or receive Turmoil condition for up to one minute, having –1d4 penalty to all attack rolls and saving throws. A creature that fails the saving throw can repeat it at the end of each of its turns. If a creature succeeds at the saving throw or the effect expires, the creature is immune to further effects of Turmoil. + + +### Level 11 + +* Burst of Disharmony + +You can spend 2 Ki and use your bonus action to cause an eruption of accumulated negative energy, dealing 3d6 necrotic damage in a 3x3 cell area to enemy creatures that fail Dexterity saving throw (DC 8 + proficiency bonus + Wisdom modifier, save for half) and applying one instance of Discordance condition to each affected creature regardless of if they pass the saving throw or not. For every extra Ki points you expend, you increase the damage by an extra 1d6, up to a total cost equal to half your monk level (rounded up). + +* Entropic Strikes + +A creature damaged by Discordance can now continue receiving Discordance condition instances without any limitations. + + +### Level 17 + +* Tides of Chaos + +Starting at 17th level, when a creature you can see within 30 feet of you is affected by Turmoil condition and gets reduced to 0 hit points, you gain temporary hit points equal to your monk level and 1 ki point. This effect can occur only once per turn. + + + +## 2. Way of Dragon [UB] + +Practitioners of the Way of Dragon devote themselves to learning the powerful beasts, gaining draconic abilities. + + +### Level 3 + +* Damage Resistance + +You have resistance to the damage type associated with your draconic ancestry. + +* Dragon Ancestry + +You choose one type of dragon as your ancestor. The damage type associated with your choice is used by the features you gain later. + +* Elemental Breath + +Once during your turn, you can forgo one of your main action attacks to exhale elemental energy. The shape and damage type of your breath depend on your Dragon Ancestry feature. Each creature affected by your breath must pass a Dexterity saving throw or receive three martial arts dice as damage type of your Dragon Ancestry feature (save for half). You can use this feature a number of times per long rest equal to your proficiency bonus, and you can spend 2 ki instead if you are out of uses. At 17th level, the damage of your breath increases to four martial arts dice. + + +### Level 11 + +* Dragon's Fury + +Gain the ability to imbue your fists with elemental energy. You can pay 2 Ki as a free action to deal 2d6 additional elemental damage with all your unarmed attacks until the end of your turn, with damage type depending on your Dragon Ancestry feature. + + +### Level 17 + +* Draconic Ascension + +You can use your bonus action to sprout a pair of wings, gaining flying speed equal to your walking speed. They last until you dismiss them using your bonus action. While your wings are manifested, you also gain +2 AC. + + + +## 3. Way of Freedom [SOL] + +This style of fighting was developed by Manacalon slaves, who were forbidden weapons by their masters. Emphasizing speed and balance, the Way of Freedom lets its followers evade blows and dart inside enemy defenses. + + +### Level 3 + +* Flurry of Blows - Improved I + +Starting at the 3rd level, whenever you use Flurry of Blows you gain advantage on your next attack, and you gain the benefit of the Dash action until the end of your turn. + + +### Level 6 + +* Swirling Dance + +Starting at the 6th level, when a creature misses you with a melee attack roll, you can use your reaction to make an immediate attack against that creature. + + +### Level 11 + +* Flurry of Blows - Improved II + +Starting at the 11th level, when you use Flurry of Blows, you can make up to one additional attack with it (up to a total of 3 flurry of blows attacks). + + +### Level 17 + +* Fluid Strikes + +You can attack three times, instead of twice, whenever you take the Attack action on your turn. + + + +## 4. Way of Light [SOL] + +The Way of Light was developed by former worshippers of Einar, who devoted their faith to the luminous aspect of the deity in his fight against darkness. After generations, the religious face of their creed disappeared leave space for the discipline of self-perfection in the purity of light. + + +### Level 3 + +* Luminous Ki + +Starting at the 3rd level, you learn the Light & Shine cantrips (wisdom for spellcasting). + Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, they automatically start emitting bright light until the end of your next turn. + + +### Level 6 + +* Radiant Strikes + +Starting at the 6th level, any time you strike a target affected by Shine or Luminous Ki, you deal an additional 1d4 radiant damage. + + +### Level 11 + +* Blinding Flash + +Starting at the 11th level, as a bonus action, you can spend 2 Ki points to generate a blinding burst of light. All creatures within 3 cells of you must roll a CON saving throw or take 3d6 radiant damage, and become blinded until the end of your next turn (half damage on success). + + +### Level 17 + +* Purity of Light + +Starting at 17th level, you gain the following benefits: +• All your monk weapon attacks and unarmed attacks now apply Luminous Ki. +• Your Radiant Strikes now deal 1d6 radiant damage. +• When you hit a creature affected by Luminous Ki, you restore 4 hit points and all conscious allies within 20 feet of you restore half that amount. + + + +## 5. Way of Shadow [UB] + +Practitioners of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. + + +### Level 3 + +* Shadow Arts + +You can see normally in dim light, and in natural darkness as if in dim light, to a distance of 60 feet. You can also spend 1 ki to cast Darkness as an action without providing material components. + +* Strike the Vitals + +Once per turn, you can deal extra damage equal to your martial arts die if you hit a creature with an attack that had advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. You must use an unarmed attack or a monk weapon. This damage increases by one additional martial arts die on levels 11 and 17. + + +### Level 6 + +* Shadow Step + +You can use your bonus action when you are in dim light or natural darkness to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or natural darkness. After doing so, the next melee attack you make before your turn ends is rolled with advantage. + + +### Level 11 + +* Shadow Flurry + +Once on each of your turns when you miss with a monk weapon or unarmed attack, you automatically reattempt the attack against the same target. + + +### Level 17 + +* Shadowy Sanctuary + +When a creature is about to hit you with an attack, you can spend 3 ki and use your reaction to step into shadows and disappear, negating any damage or harmful effects you would have received from that attack. While in the shadows, you are considered banished until the start of your next turn. You do not lose concentration while banished this way. + + + +## 6. Way of Storm Soul [UB] + +Monks of the Way of the Storm Soul live on the highest mountaintops of Solasta, attuning themselves to the energies of mighty storms and learning to channel the power of lightning into their being. These martial artists use their unique disciplines to become an unbridled tempest, effortlessly maneuvering the battlefield, rushing from one enemy to the next and unleashing countless lightning-infused strikes upon them. + + +### Level 3 + +* Disciple of Storms + +Whenever you use your Flurry of Blows, you also gain the benefits of the disengage action. Bonus attacks provided by it deal extra lightning damage equal to your martial arts die. + + +### Level 6 + +* Lightning Warrior + +You gain resistance to lightning damage, and you can replace any of your main action attacks to cast Lightning Lure cantrip without any components using your Wisdom as spellcasting modifier. + + +### Level 11 + +* Tempest's Fury + +You can spend 1 ki to replace one of bonus attacks provided by Flurry of Blows to instead attack all enemy creatures within 5 ft of you with it. + + +### Level 17 + +* Eye of the Storm + +Whenever you damage a creature with a monk weapon, unarmed attack or Lightning Lure cantrip, you mark that creature with lingering conductive energies for 1 minute. You can use your action and spend 3 ki to consume the mark on each creature and force a Dexterity saving throw on them (DC = 8 + proficiency bonus + Wisdom modifier). On a failed saving throw, each creature receives 5d10 lightning damage (save for half). + + + +## 7. Way of Survival [SOL] + +In the aftermath of the Cataclysm, isolated communities developed physical and mental techniques that allowed them to push the limits of their strength and endurance to the utmost. Surviving while their neighbors perished, the followers of the Way of Survival are as tough as the harsh times that forged them. + + +### Level 3 + +* Defensive Stance + +Starting at the 3rd level, you gain a +2 bonus to AC while you are not wearing armor and are not incapacitated. When you use Patient Defense, you gain advantage to your attack rolls until the start of your next turn. + + +### Level 6 + +* Unbreakable Body + +Starting at the 6th level, whenever you take damage from any source, you heal a number of hit point equal to your proficiency bonus at the start of your next turn. Whenever you use Patient Defense, you also gain resistance to all damage types until the start of your next turn. + + +### Level 11 + +* Unmoving Strength + +Starting at the 11th level, you now add your CON modifier to the damage rolls of your unarmed strikes and monk weapons. + + +### Level 17 + +* Physical Perfection + +Starting at 17th level, you gain the following benefits: +• While you have less than half your maximum hit points, healing of your Unbreakable Body feature is doubled. +• When you are reduced to 0 hit points, you can pay 1 Ki to restore 1 hit point. + + + +## 8. Way of the Open Hand [SOL] + +The monks of the Way of the Open Hand devote themselves to the arts of combat. Dangerous with or without weapons, they throw or trip their opponents, using the mystical force of Ki to protect and heal themselves. + + +### Level 3 + +* Open Hand Technique + +Starting when you choose this tradition at the 3rd level, you can manipulate your enemy's Ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: + * It must succeed on a dexterity saving throw or be knocked prone. + * It must make a strength saving throw. If it fails, you can push it up to 3 cells away from you. + * It can't take reactions until the end of your next turn. + + +### Level 6 + +* Wholeness of Body + +At the 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. + + +### Level 11 + +* Tranquility + +At level 11, when you are about to be hit by an attack or single target spell, you can spend one Ki point to gain the benefits of the spell Shield. + + +### Level 17 + +* Quivering Palm + +Starting at 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 Ki points to start these imperceptible vibrations, which last for 24 hours. The vibrations are harmless unless you use your action to end them. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 1 hit point and becomes stunned until the start of their next turn. If it succeeds, it takes 10d10 necrotic damage. + + + +## 9. Way of Weal and Woe [UB] + +Monks of the Way of Weal and Woe focus on both prosperity and adversity to engage their enemies in battle. + + +### Level 3 + +* Weal + +After you make an attack roll with a monk weapon or an unarmed attack increase your critical hit and critical miss range by one. It resets back to 20 and 1 when you complete a long rest, critically hit, or miss. + +* Woe + +After you make an attack roll with a monk weapon or an unarmed attack, and critically miss, you take damage equal to one roll of your martial arts die. + + +### Level 6 + +* Propelled Weal + +After you make an attack roll with a monk weapon or an unarmed attack, and critically hit, you refund 1 Ki point. + + +### Level 11 + +* Brutal Weal + +After you make an attack roll with a monk weapon or an unarmed attack, and critically hit, you deal additional damage equal to one roll of your martial arts die. + + +### Level 17 + +* Their Woe + +After you make an attack roll with a monk weapon or an unarmed attack, and critically miss, you instead deal the Woe damage to the target instead of yourself. + + + +## 10. Way of Zen Archery [UB] + +A weapon is an extension of oneself, and a plain rendition of the one that wields it. Monks of the Way of Zen Archery know this well. The beauty and precision of martial arts has given these monks the tools to master their weapon of choice – the bow. They wield it with peerless skill and display their mastery of archery with each pull of the string. + + +### Level 3 + +* Flurry of Arrows + +You can replace one of your bonus unarmed strikes with a bow attack. + +* One with the Bow + +You become proficient with shortbow and longbow. These weapons now count as monk weapons for you. You also gain proficiency with smithing tools. + +* Zen Shot + +When you hit a creature with a bow attack during your turn, you can expend 1 ki to deal extra damage equal to your martial arts die + Wisdom modifier. + + +### Level 6 + +* Ki-Empowered Arrows + +Your bow attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and you can now use your Stunning Strike feature with bow attacks. + + +### Level 11 + +* Unerring Precision + +You gain half your proficiency bonus (rounded down) as bonus to all attack and damage rolls with bows. + + +### Level 17 + +* Hail of Arrows + +You can use your action and spend 3 ki to fire a barrage of arrows. You make one bow attack against each enemy creature you can see in a 45-foot-cone. + + + +# Paladin + +## 1. Oath of Altruism [UB] + +Heroes know their calling, and the Oath of Altruism calls out to those selfless heroes who put protection of the meek above all else. Followers of this Oath, are truly selfless protectors, who risk their own lives and would willfully die to protector those they care for. Paladins of this oath are not looking for glory and often align themselves with those seeking a greater purpose. They lend their shields and swords for the greater good of the goals of the team, before their own. + + +### Level 3 + +* Channel Divinity: Defensive Strike + +When a friendly creature you can see is hit by an attack, you can spend use of Channel Divinity to project a surge of steadfast will into that creature - it immediately use its reaction to make one melee weapon attack, adding your Charisma modifier to both the attack and damage rolls. + +* Channel Divinity: Spiritual Shielding + +When a friendly creature you can see is about to be hit by attack you can spend a use of Channel Divinity granting it extra AC equal to your Charisma modifier. + +* Oath of Altruism + +In your list and always prepared: + + I Healing Word, Shield of Faith + + II Calm Emotions, Hold Person + + III Counterspell, Hypnotic Pattern + + IV Dominate Beast, Guardian of Faith + + V Hold Monster, Mass Cure Wounds + + +### Level 7 + +* Aura of the Guardian + +Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 ft of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. + + +### Level 15 + +* Channel Divinity: Take the Pain + +As a bonus action, spend a Channel Divinity to exchange hit points with an ally. You gain temporary hit points equal to twice your proficiency bonus plus your Charisma modifier. + + +### Level 18 + +* Improved Aura of the Guardian + +Your Aura of the Guardian range increased to 30 ft. + + +### Level 20 + +* Exalted Protector + +You passively grant the following benefits: +• You and friendly creatures within 30 feet of you are under the effects of the Bless spell that does not require concentration. +• You and all allies within 30 feet of you have advantage on all concentration checks. +• All allies within 30 feet of you have advantage on all death saving throws. + + + +## 2. Oath of Ancients [UB] + +An Oath from a more primitive time which one dedicates themselves to utilizing nature for good. + + +### Level 3 + +* Channel Divinity: Nature's Wrath + +You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft of you that you can see. The creature must succeed on a Strength saving throw or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. + +* Channel Divinity: Turn the Faithless + +You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 ft of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. + +* Oath of Ancients + +In your list and always prepared: + + I Ensnaring Strike, Animal Friendship + + II Moon Beam, Misty Step + + III Protection from Energy, Spirit Guardians + + IV Ice Storm, Stoneskin + + +### Level 7 + +* Aura of Warding + +Starting at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 ft of you have resistance to damage from spells. + + +### Level 15 + +* Undying Sentinel + +When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. You can't benefit from this feature again until you finish a long rest. + + +### Level 18 + +* Improved Aura of Warding + +Your Aura of Warding range increased to 30 ft. + + +### Level 20 + +* Elder Champion + +As an action, you gain the following benefits for one minute: +• At the start of each of your turns, you regain 10 hit points. +• Whenever you cast a paladin spell that has a casting time of 1 action, you can make two weapon attacks as a part of the same action. +• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity powers. + +Once you use this feature, you can't use it again until you finish a long rest. + + + +## 3. Oath of Demon Hunter [UB] + +Paladins of the Oath of Demon Hunter are dedicated to eradicating the evil creatures that lurk in the darkness, and maintaining peace in the world. + + +### Level 3 + +* Channel Divinity: Trial Mark + +As a bonus action, you channel divine power to mark an enemy creature within 60 feet that you can see for 1 minute. When you deal weapon damage to an enemy with the Trial Mark, you deal an extra 1d6 radiant damage. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level. + +* Demon Hunter + +Starting at 3rd level, You can apply your Divine Smite ability when you hit an enemy with a Light Crossbow, a Hand Crossbow or a Heavy Crossbow. + +* Oath of Demon Hunter + +In your list and always prepared: + + I Hunter's Mark, Protect vs Evil & Good + + II Magic Weapon, Misty Step + + III Haste, Dispel Magic + + IV Guardian of Faith, Greater Invisibility + + V Hold Monster, Dispel Evil and Good + + +### Level 7 + +* Light Energy Crossbow Bolt + +Starting at 7th level, you do not have disadvantage when using crossbow weapons to attack enemies nearby. When you hit a creature without the Trial Mark, you can channel divine power and apply the Trial Mark to it. + + +### Level 15 + +* Divine Crossbow + +Starting at 15th level, you infuse your crossbow with divine power. You gain the following benefits: +· The range of your crossbow weapons increases by 30 feet. +· Your critical hit threat range increases by 1 point. + +* Extra Attack + +You gain an extra attack and can now attack up to 3 times in your turn. + + +### Level 20 + +* Demon Slayer + +Starting at 20th level, you slay evil and purify demons. You gain the following benefits: +· When you use your Divine Smite, treat it as using a higher spell slot. +· When you roll dice for radiant damage, any dice have a minimum value of 3. + + + +## 4. Oath of Devotion [SOL] + +Paladins who swear the Oath of Devotion uphold the loftiest ideals of justice, virtue, and order. They act with honor in pursuit of the greater good, hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. + + +### Level 3 + +* Channel Divinity: Sacred Weapon + +Channel Divinity to bless one weapon. For 1 minute, add your Charisma modifier to hit with that weapon (minimum +1). The weapon also emits bright light over 4 cells and dim light over 4 more cells, and its attacks count as magical. + +* Channel Divinity: Turn the Unholy + +Channel Divinity to force fiends and undead within 6 cells who can see you to flee unless they make a successful Wisdom saving throw. + +* Oath of Devotion Spells + +In your list and always prepared: + + I Shield, Protect vs Evil & Good + + II Lesser Restoration, Aid + + III Dispel Magic, Revivify + + IV Guardian of Faith, Freedom of Movement + + +### Level 7 + +* Aura of Devotion + +Friendly creatures in the aura cannot be charmed while you are conscious. + + +### Level 15 + +* Purity of Spirit + +Starting at level 15, you are always under the effects of a protection from evil and good spell. + + +### Level 18 + +* Improved Aura of Devotion + +Your Aura of Devotion range increased to 30 ft. + + +### Level 20 + +* Holy Nimbus + +Starting at 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest. + + + +## 5. Oath of Dread [UB] + +Paladins who swear the Oath of Dread are zealous warriors who channel their divine powers to either terrorize foes into submission, or make them scatter. + + +### Level 3 + +* Channel Divinity: Dreadful Presence + +You can use your Channel Divinity to exude a terrifying presence as an action. Each enemy creature within 30 feet must succeed on Wisdom saving throw or become frightened for 1 minute. Each frightened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. + +* Channel Divinity: Mark of Castigation + +As a bonus action, you can castigate an enemy creature within 10 feet of, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute. + +* Oath of Dread + +In your list and always prepared: + + I Bane, Shield of Faith + + II Hold Person, See Invisibility + + III Fear, Haste + + IV Guardian of Faith, Phantasmal Killer + + V Dominate Person, Hold Monster + + +### Level 7 + +* Aura of Domination + +Starting at 7th level, you constantly emanate a menacing aura to all enemies within 10 feet while you are not incapacitated. If a creature is frightened or feared by you, and starts its turn in your aura, its speed is reduced to 0 and that creature takes psychic damage equal to half your paladin level. At 18th level, the range of this aura increases to 30 feet. + + +### Level 15 + +* Harrowing Crusade + +When a creature under the effect of your Mark of Castigation or frighten condition makes an attack, you can use your reaction to make a weapon attack against that creature if it is within range. + + +### Level 18 + +* Improved Aura of Domination + +Your Aura of Domination range increased to 30 ft. + + +### Level 20 + +* Aspect of Dread + +As an action, you gain the following benefits for one minute: +• You have resistance to all damage. +• All your weapon attacks deal an additional 1d8 psychic damage. +• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity powers. + +Once you use this feature, you can't use it again until you finish a long rest. + + + +## 6. Oath of Hatred [UB] + +An Oath of Hatred paladin has dedicated himself to the punishment of evildoers by channeling hate. + + +### Level 3 + +* Channel Divinity: Hateful Gaze + +As a bonus action, use your Channel Divinity to invoke your rage into a gaze causing fear in target foe up to 30 ft away. + +* Channel Divinity: Scornful Prayer + +Use your Channel Divinity to perform a prayer of contempt towards an enemy up to 60 ft away, cursing and enfeebling them on a failed saving throw. + +* Elevated Hate + +As you take your Oath of Hate, choose a favored foe to hate dealing extra damage when fighting. + +* Oath of Hatred + +In your list and always prepared: + + I Bane, Hunter's Mark + + II Hold Person, Misty Step + + III Haste, Protection from Energy + + IV Banishment, Dreadful Omen + + V Hold Monster, Dispel Evil and Good + + +### Level 7 + +* Dauntless Pursuer + +On a successful opportunity attack, gain 2 extra movement cells and a free disengage. + + +### Level 15 + +* Relentless Hate + +Your hate grants you resistance to bludgeoning, piercing and slashing damage. + + +### Level 20 + +* Ardent Hate + +As a bonus action, you gain the following benefits for one minute: +• You have advantage on all saving throws. +• Your weapon attacks ignore target's resistances to damage. +• Once per round when you make a weapon attack and miss, you can cause that attack to hit instead. + +Once you use this feature, you can't use it again until you finish a long rest. + + + +## 7. Oath of Judgement [SOL] + +Paladins who swear the Oath of Judgement believe that no sin should be overlooked, no matter how small - although the punishment must also fit the crime. They are relentless in their pursuit of justice, and those who decide to stand in their way had better be prepared! + + +### Level 3 + +* Channel Divinity: Purge Corruption + +As a bonus action, you can use Channel Divinity to remove a negative condition (blinded, deafened, paralyzed, poisoned) from an ally up to 6 cells away. + +* Channel Divinity: Weight of Justice + +As a bonus action, you can use Channel Divinity to pour your determination into your weapon. The next time you hit a creature with a melee weapon attack, they must make a charisma saving throw or they will be restrained for up to 1 minute. The target can make a charisma saving throw at the end of each of their turns to end the effect. + +* Oath of Judgement Spells + +In your list and always prepared: + + I Guiding Bolt, Protect vs Evil & Good + + II Enhance Ability, Hold Person + + III Hypnotic Pattern, Haste + + IV Banishment, Blight + + +### Level 7 + +* Aura of Righteousness + +You constantly emanate a 2-cell-wide aura while not incapacitated. Allies (including yourself) within an aura add damage equal to your proficiency bonus. + + +### Level 15 + +* Retribution + +Starting at level 15, whenever an enemy within 6 cells deals damage to you, you can use your reaction to chastise them. They must make a Wisdom saving throw against you spellcasting ability, taking 2d8 + CHA mod psychic damage, or half on a success. + + +### Level 18 + +* Improved Aura of Rightenousness + +Your Aura of Rightenousness range increased to 30 ft. + + +### Level 20 + +* Final Judgement + +Starting at 20th level, as an action, you gain the following benefits for one minute: +• You have resistance to bludgeoning, piercing, and slashing damage from non magical weapons. +• When you take the Attack action on your turn, you can make one additional attack as part of that action. +• Your critical threshold reduces by 1. +You can use this feature once per long rest. + + + +## 8. Oath of the Motherland [SOL] + +Paladins who swear the Oath of the Motherland dedicate their lives to restoring the pre-Cataclysm world, undoing the land's decay, and bringing life back, despite its violent and volcanic nature. They reject the term "Badlands" in favor of "Motherland." + + +### Level 3 + +* Channel Divinity: Fiery Presence + +Channel Divinity to blind opponents within 12 cells who fail a Dexterity save. Creatures with darkvision or better sight in darkness have disadvantage. Blindness lasts 1d4 turns. + +* Channel Divinity: Fiery Wrath + +Channel Divinity to target one creature within 12 cells, dealing (2d6 + paladin level) fire damage and setting the target on fire. It can make a DC 10 Dexterity check to put out the fire, or sustain 1d6 more fire damage per turn for one minute. + +* Oath of the Motherland Spells + +In your list and always prepared: + + I Bane, Burning Hands + + II Branding Smite, Scorching Ray + + III Fireball, Dispel Magic + + IV Wall of Fire, Fire Shield + + +### Level 7 + +* Volcanic Aura + +Friendly creatures in the aura gain fire resistance and +1 to AC. + + +### Level 15 + +* Heart of Lava + +Starting at level 15, you are immune to fire and your skin covers with stone scales when you are in danger, reducing slashing/bludgeoning/piercing damage that you take by 5. + + +### Level 18 + +* Improved Volcanic Aura + +Your Volcanic Aura range increased to 30 ft. + + +### Level 20 + +* Flames of Motherland + +Starting at 20th level, as an action, you gain the following benefits for one minute: +• Upon activation, all enemy creatures within 30 feet of you receive 8d6 fire damage. +• All your weapon attacks deal an additional 2d6 fire damage. +• Any creature within 5 feet of you that hits you with a melee weapon attack receives 10 fire damage. +You can use this feature once per long rest. + + + +## 9. Oath of Thunder [UB] + +Paladins of the Thunder were born to end the everlasting war across the planes. Even those, travelling far from home, are still eager to fulfil their duty, striking their enemies with the fury of thunder and power of the ancient gods. + + +### Level 3 + +* Channel Divinity: Divine Bolt + +As a bonus action, you can call down a bolt of lightning to smite an enemy creature you can see within 60 feet of you. You deal 2d6 lightning damage. This damage increases by another 1d6 at 7th, 15th and 20th level. + +* Channel Divinity: Thunderous Rebuke + +When an enemy creature hits you with a melee attack while being up to 5 feet away from you, you can react to strike it with roaring thunder. You deal 2d6 thunder damage. This damage increases by another 1d6 at 7th, 15th and 20th level. + +* Mjolnir + +When wielding a War Hammer, they can be thrown with a 20/60 range, and return to your hand immediately after it is used to make a thrown attack. Also, your Divine Smite feature can be used on all attacks made with them, but you have disadvantage to attack with any other weapon type different from War Hammers. + +* Oath of Thunder + +In your list and always prepared: + + I Thunderwave, Thunderous Smite + + II Shatter, Misty Step + + III Call Lightning, Lightning Bolt + + IV Freedom of Movement, Stoneskin + + V Far Step, Sonic Boom + + +### Level 7 + +* God of Thunder + +Once per turn, you deal an additional 1d4 thunder damage with Battle Axes and War Hammers. This damage increases to 2d4 at 15th. + +* Stormbreaker + +When wielding Battle Axes or War Hammers, they can be thrown with a 20/60 range, and return to your hand immediately after it is used to make a thrown attack. Also, your Divine Smite feature can be used on all attacks made with them, but you have disadvantage to attack with any other weapon type different from Battle Axes and War Hammers. + + +### Level 15 + +* Bifrost + +As an action you can teleport to a point you can see within 60 feet of you, and you are able to bring an ally with you if within 5 feet. All enemy creatures within 10 feet of your destination position take 3d10 thunder damage, or half as much on a successful Constitution save. You can use this feature a number of times per long rest equal to your proficiency modifier. + + +### Level 20 + +* Storm Herald + +You gain a flying speed of 12 cells, and are immune to Thunder and Lightning damage. As a bonus action, you can summon a bolt of lightning to strike a 3x3 point you choose within 60 feet of you. Each affected creature must roll a Dexterity saving throw, taking 3d10 lightning damage on a failed saving throw, or half as much damage on a successful one. You can use this feature a number of times per long rest equal to your proficiency modifier. + + + +## 10. Oath of Tirmar [SOL] + +Paladins who swear the Oath of Tirmar belong to an old order descended from the Tirmarian Inquisition. Obsessed with their arch-enemies, the legendary Sorr-Akkath, they conduct their rituals in the old language of Tirmar, and hold grudges from the time of the Cataclysm a thousand years ago. + + +### Level 3 + +* Bonus Language + +When you take the oath of Tirmar, you acquire the Tirmarian language. + +* Channel Divinity: Golden Speech + +Channel Divinity to gain advantage on Persuasion and Intimidation checks for one hour. + +* Channel Divinity: Scourge of the Hidden + +Channel Divinity to deal 1d6 additional radiant damage on attacks which hit opponents with either natural shapeshifting or Darkvision (2d6 if both). The effect lasts for 1 minutes. + +* Oath of Tirmar Spells + +In your list and always prepared: + + I Sleep, Shield + + II Hold Person, Blindness + + III Daylight, Slow + + IV Dreadful Omen, Phantasmal Killer + + +### Level 7 + +* Aura of Truth + +Friendly creatures in the aura gain superior darkvision and +2 perception. + + +### Level 15 + +* Sorak's Bane + +Starting at level 15, when you use a melee attack to strike an opponent who has either natural darkvision or natural shapeshifting, you can use your bonus action to deal an additional melee attack, adding your Charisma bonus to the damage dealt. + + +### Level 18 + +* Improved Aura of Truth + +Your Aura of Truth range increased to 30 ft. + + +### Level 20 + +* Inquisitor's Zeal + +Starting at 20th level, as a bonus action, you gain the following benefits for one minute: +• You have true sight with a range of 120 feet. +• You have advantage with attacks against enemies who have darkvision. +• You and all allies have advantage on all Wisdom saving throws. +You can use this feature once per long rest. + + + +# Ranger + +## 1. Arcanist [UB] + +The Arcanist melds their Ranger skills with arcane abilities. Their weapons can afflict their opponents with the Arcanist's Mark, and have learned how to cast some Wizard spells as part of their Ranger spell repertoire. + + +### Level 3 + +* Arcane Combat Training + +You are proficient at casting spells in battle, and may cast spells that require a somatic component even if both of your hands are holding a weapon or shield. + +* Arcane Detonation + +Starting at 3rd level, you imbue your weapons with arcane power. Creatures that are hit by your attacks are afflicted by the Arcanist's Mark. + +* Arcanist Bonus Spells + +You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know: + + I Shield + + II Misty Step + + III Haste + + IV Dimension Door + + V Hold Monster + + + + +### Level 7 + +* Arcane Pulse + +Starting at 7th level, you can cause an eruption of arcane energy at a range of 30 ft. Hostile creatures within 15 ft of the point of impact take 4d8 damage and gain an Arcanist's Mark. You may use this ability a number of times equal to your Wisdom modifier per long rest. At 15th level, the damage of your Arcane Pulse increases to 8d8. + + +### Level 11 + +* Greater Arcane Detonation + +Starting at 11th level, the damage from your Arcane Detonation increases to 2d6. + + +### Level 15 + +* Arcane Pulse + +Starting at 7th level, you can cause an eruption of arcane energy at a range of 30 ft. Hostile creatures within 15 ft of the point of impact take 4d8 damage and gain an Arcanist's Mark. You may use this ability a number of times equal to your Wisdom modifier per long rest. At 15th level, the damage of your Arcane Pulse increases to 8d8. + + + +## 2. Fey Wanderer [UB] + +A fey mystique surrounds you, thanks to the boon of an arch fey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However, you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. + + +### Level 3 + +* Dreadful Strikes + +You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey wild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. + +* Fey Wanderer Magic + +You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know: + + I Charm Person + + II Misty Step + + III Dispel Magic + + IV Dimension Door + + V Steel Wind Strike + + + +* Otherworldly Glamour + +Your fey qualities give you a supernatural charm. As a result, you make Charisma checks with advantage. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + +### Level 7 + +* Beguiling Twist + +You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, You can use your reaction to force the source to make a Wisdom saving throw against your spell save DC. If the save fails, the source is charmed or frightened by you (your choice) for 1 minute. The source can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + + +### Level 11 + +* Fey Reinforcements + +Once per long rest, you can use your action to cast Conjure Fey spell. Casting the spell this way doesn't require components or concentration and the spell's duration is one minute. + + +### Level 15 + +* Misty Wanderer + +You can slip in and out of the Fey wild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 ft of you. + + + +## 3. Gloom Stalker [UB] + +Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + +### Level 3 + +* Dread Ambusher + +You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack. On the next attack that hits, the target takes an extra 1d8 damage to the weapon's damage type. + +* Gloom Stalker Bonus Spells + +You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know: + + I Detect Evil and Good + + II Misty Step + + III Fear + + IV Greater Invisibility + + V Far Step + + + +* Umbral Sight + +You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. While you are in natural darkness, creatures cannot use their darkvision sense to perceive you. + + +### Level 7 + +* Iron Mind + +You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Intelligence, Wisdom or Charisma saving throws. + + +### Level 11 + +* Stalker's Flurry + +Once on each of your turns when you miss with a weapon attack, you automatically reattempt the attack against the same target. + + +### Level 15 + +* Shadowy Dodge + +Whenever a creature is about to hit you with an attack, you can use your reaction to make the creature reroll the attack with disadvantage. + + + +## 4. Hellwalker [UB] + +You are a Hellwalker, a ranger that is cloaked in the magic of the Lower Planes. How you came to be associated with this magic only you yourself know. Perhaps your great ancestor was of demonic origin, or maybe your bloodline carries a demonic curse. Whatever the reason, the magic is now inextricably bound to you, your own presence forever tied to the hellish beings below. + + +### Level 3 + +* Cursed Tongue + +Your fiendish affinity allows you to comprehend the language of the Lower Planes. You can speak, read and write Abyssal and Infernal. + +* Damning Strike + +When you first hit a creature with an attack on your turn, you can force it to succeed on a Constitution saving throw against your spell DC or have it marked. While a creature is marked this way, it takes 1d6 fire damage at the start of each of its turns for 1 minute. At the end of each of its turns, the creature can repeat this saving throw, ending the effects on a success. + +* Hellwalker Magic + +You can cast Sapping Sting as an action and gain bonus spells that are considered ranger spells for you and don't count against the number of spells you know: + + I Hellish Rebuke + + II Invisibility + + III Bestow Curse + + IV Wall of Fire + + V Far Step + + +### Level 7 + +* Burning Constitution + +Your body has been bathed in the scorching heat of the Lower Planes. You gain resistance to fire and necrotic damage. + + +### Level 11 + +* Mark of the Dammed + +As a bonus action, you can choose a creature that has been marked by your Damning Strike feature. While marked, the chosen creature suffers from the following effects: +• It takes an additional 1d6 necrotic damage. +• It becomes frightened of you. +• It loses resistance against your fire damage attacks. +These continue while Damning Strike is in effect. You can only have one creature affected by this feature at the same time. + + +### Level 15 + +* Fiendish Spawn + +Your hellish magic has granted you limited command over the dammed creatures that inhabit the Lower Planes. You can summon fiends with a duration of 1 minute. You can't use it again until you finish a long rest. + + + +## 5. Hunter [SOL] + +Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face. + + +### Level 3 + +* Hunter's Prey + +Choose one of the following hunting specialties: Colossus Slayer,Giant Killer orHorde Breaker + + +### Level 7 + +* Defensive Tactics + +Choose one of the following options: Escape the Horde,Multiattack Defense orSteel Will + + +### Level 11 + +* Multiattack + +Select one of the multiattack options: Volley or Whirlwind Attack + + +### Level 15 + +* Superior Hunter's Defense + +Select one of the options: Stand Against the Tide, Evasion, or Uncanny Dodge. + + + +## 6. Lightbearer [UB] + +The Lightbearer is a ranger that has been blessed by an inhabitant of the Upper Planes. These rangers, known for their good deeds toward nature and pious acts to all races, will have caught the attention of teh deities that live in such realms. + + +### Level 3 + +* Blessed Warrior + +As a bonus action, choose one creature within 30 ft of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes radiant damage, and the creature takes an extra 1d8 radiant damage from the attack. Starting at 11th level, the extra damage increases to 2d8. + +* Lifebringer + +You have a pool of hit points equal to five times your ranger level. This pool replenished at the end of a long rest. As an action, you can choose a creature within 30 ft of you and restore up to half of its hp maximum. + +* Lightbearer Magic + +You can cast light as an action and gain bonus spells that are considered ranger spells for you and don't count against the number of spells you know: + + I Bless + + II Branding Smite + + III Blinding Smite + + IV Guardian of Faith + + V Banishing Smite + + +### Level 7 + +* Blessed Glow + +You have the ability to conjure holy light. When you cast Light, you can force all creatures within 20 ft of the light source to succeed on a Constitution saving thrown against your spell saving DC or be blinded for 1 minute. An undead or fiend have disadvantage on this saving throw. You can use this power once per long rest. + + +### Level 11 + +* Angelic Form + +You are able to briefly transform into a holy form. As an action, for up to 1 minute, you can give yourself a flying speed equal to your walking speed, and your attacks also count as magical. Additionally, you gain a number of temporary hit points equal to your ranger level. You can use this power once per long rest. + + +### Level 15 + +* Warding Light + +You can use your holy light to temporarily blind assailants. When a creature within 30 ft makes an attack roll against a target and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. + + + +## 7. Marksman [SOL] + +Marksmen are experts with a bow, inheriting techniques developed by the elite high elven troops of the Manacalon Empire. They are among the deadliest ranged combatants on Solasta. + + +### Level 3 + +* Additional Proficiencies + +Herbalism kit or poisoner's kit. + +* Reaction Shot + +When a visible opponent 2 cells or more from you attacks you with a ranged weapon or a spell, you can use your reaction to take a shot after the triggering attack. + + +### Level 7 + +* Recycler + +You can craft arrows every time you take a short or long rest. + +* Step Back + +When you are within melee range of an enemy creature, you can use your bonus action to move one cell without provoking opportunity attacks, and gain advantage on your next attack with a ranged weapon this turn. + + +### Level 11 + +* Fast Aim + +If you are using a ranged weapon against an enemy, your bonus action can be used to make an additional ranged attack on the same target + + +### Level 15 + +* Extra Attack (2) + +At level 15, you can attack three times whenever you take the Attack action on your turn. + + + +## 8. Shadow Tamer [SOL] + +Shadow Tamers are used to wandering the desolate lands beyond the Marches. They know the lore and languages of darkness and the hazards and customs of those dreadful caves inhabited by monsters. + + +### Level 3 + +* Dark Slayer + +When attacking a creature with superior darkvision with a weapon, you add your proficiency bonus to your damage. + +* Tunnel Wisdom + +When in dim light or darkness, you gain advantage on Dexterity saving throws. + + +### Level 7 + +* Know the Darkness + +While in dim or no light, you have advantage on stealth, perception investigation checks, and gain tremorsense. + +* Rope Grapple + +Target a creature and attempt to pull it if it fails a STR contest. + + +### Level 11 + +* Swift Retaliation + +Whenever an opponent attacks your from a nearby cell, you are granted an immediate melee attack against that opponent. + + +### Level 15 + +* At Home in the Dark + +At level 15, you have proficiency with all saving throws while in dim light or darkness. If you are already proficient, you gain +1 on your rolls with the given proficiency. + + + +## 9. Sky Warrior [UB] + +Sky Warriors have been touched by the lingering power of barren windswept landscapes inhabited by nothing but mirages and ghosts. They combine elegant maneuvers of blade and shield with illusion magic to thrive in combat. + + +### Level 3 + +* Aerial Agility + +Gain proficiency in Acrobatics. + +* Gift of the Wind + +While wearing a shield, you may use your bonus action to increase your speed by 10 ft and become immune to opportunity attacks by enemies you attack with melee weapons until the start of your next turn. You lose this benefit if you are no longer wearing a shield. + +* Sky Warrior Bonus Spells + +You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know: + + 0 Gust + + II Mirror Image + + III Fly + + IV Phantasmal Killer + + V Mind Twist + + + + +### Level 7 + +* Ghostly Howl + +When an enemy you can see within 60 feet hits you with an attack you can use your reaction to force them to make a Wisdom saving throw against your Ranger spell DC. On a failure, they are frightened for a number of turns equal to your Wisdom modifier (minimum 1). You may use this ability a number of times equal to your Wisdom modifier and regain all uses after you finish a long rest. + +* Intangible Form + +Gain resistance to bludgeoning damage. + + +### Level 11 + +* Death from Above + +While active, Gift of the Wind causes your melee weapon attacks to deal additional bludgeoning damage equal to your proficiency bonus to every enemy within 5 feet of the target, including the target itself. On a critical hit, you also become immune to opportunity attacks from all of them. + + +### Level 15 + +* Cloud Dance + +While wearing a shield, gain a flying speed equal to your walking speed. + + + +## 10. Survivalist [UB] + +Rangers who live far beyond the reaches of civilization understand that the most successful hunts are those where the prey can neither flee nor fight back. Survivalists are capable of analyzing every weakness in potential targets and call upon the natural world to hinder their foes while shredding their defenses with precise attacks. + + +### Level 3 + +* Disabling Strike + +The first time you hit a creature with a weapon attack on each of your turns, they must make a Dexterity saving throw against your ranger spell DC or become hindered for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. + +* Survivalist Bonus Spells + +You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know: + + I Entangle + + II Web + + III Sleet Storm + + IV Greater Invisibility + + V Hold Monster + + + +* Wandering Outcast + +You gain proficiency in the survival skill. + + +### Level 7 + +* Analytical Mind + +Gain advantage on Survival checks to increase knowledge of creatures as well as all the benefits of the Executioner fighting style. + + +### Level 11 + +* Improved Disabling Strike + +Your Disabling Strike now applies to all weapon attacks you make, and reduces the creature's AC by 2 in addition to hindering it. Additionally, the benefits of your Executioner fighting style now extend to creatures affected by the hindered condition. + + +### Level 15 + +* Blessing of The Wilderness + +You are immune to being blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you are incapacitated or cannot perceive the attacker. + + + +## 11. Swift Blade [SOL] + +Swift blades are fast, silent, and deadly. They are able to take down targets in a matter of seconds, and then rush out of combat and disappear into the wilderness without a trace. + + +### Level 3 + +* Blade Dance + +When you are wielding a melee weapon in each hand, you gain a +2 bonus to AC. + +* Quick Step + +Your speed increases by 2 cells. Additionally, when you use the Dash action, opportunity attacks against you are made with disadvantage. + + +### Level 7 + +* Battle Focus + +As a free action, you can enter a heightened state of battle focus. All your melee weapon attacks deal an additional 2d8 weapon damage of the weapon's damage type until the start of your next turn. You need to take a Long Rest to recover all uses of this power. + + +### Level 11 + +* Extra Attack + +You can attack twice, rather than once, when you use the attack or shove actions. + + +### Level 15 + +* Uncatchable + +At level 15, you become extremely hard to pin down. Whenever you take any damage, you can use your reaction to become invisible until you attack, cast a spell, or at the end of your next turn (whichever comes first). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + + + +## 12. Wildmaster [UB] + +The Wildmaster archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, spirit and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. + + +### Level 3 + +* Beast Companion + +You gain a Spirit Beast companion that accompanies you on your adventures and is trained to fight alongside you. It gains your Wisdom modifier to AC, attack rolls and damage rolls. It also gains 5 + 5 HP per ranger level, both Beast Companion and ranger share the same initiative, and you can choose between a Bear, an Eagle or a Wolf: Bear gains an additional 3 HP per ranger level, Eagle can fly and Wolf has pact tactics. + + +### Level 7 + +* Advanced Training + +As a bonus action, you can instruct your beast companion that is within 30 feet and that you can see to perform combat maneuvers. When you do so, your beast companion can use its bonus action to dash and its bonus or main action to disengage. + + +### Level 11 + +* True Expertise + +Your Beast Companion can now use all attacks available and gains your proficiency bonus to all saving throws. + + +### Level 15 + +* Kill Command + +Once per turn as a free action, you can instruct your companion to fixate on a target within 60 feet of you that you can see for one minute. Your companion gains your proficiency bonus to all attack rolls and damage rolls against that target. Only one target can be fixated at a time. You can use this feature a number of times per long rest equal to your proficiency bonus. + + + +# Rogue + +## 1. Acrobat [UB] + +The Acrobat Rogue is a natural performer. Where there is terrain and obstacles, the Acrobat sees a means to a very specific end: Performance! + + +### Level 3 + +* Acrobat Maven + +You gain proficiency in the acrobat skill. + +* Acrobat Protector + +You add half your proficiency bonus (rounded down) to your AC while wielding a quarterstaff in two hands, and you are wearing no armor or light armor. + +* Acrobat Trooper + +You gain the ability to use a quarterstaff as finesse weapon and the quarterstaff reach increases by 5 ft. +When you take the Attack action with a quarterstaff, you can use your 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 and deals 1d4 bludgeoning damage. + + +### Level 9 + +* Swift as the Wind + +Your quarterstaff versatile damage die changes from a d8 to a d10. +Climbing no longer costs you extra moves, and you can jump an additional 10 feet. +You have advantage on prone and shove attempts. +You must be wielding a quarterstaff in two hands for these to work. + + +### Level 13 + +* Acrobat Reflexes + +Dodge as a bonus action a number of times equals to your Dexterity modifier. + +* Fluid Motions + +You are unaffected by difficult terrain. +You can move along walls, and you don't take damage on falls up to 30 feet. +Opportunity attacks are made with disadvantage against you. +You must be wielding a quarterstaff in two hands for these to work. + + +### Level 17 + +* Heroic Uncanny Dodge + +If an attack roll would have successfully hit you, you may use your reaction to force the attack to miss instead. You may use this ability a number of times per long rest equal to your Dexterity modifier. + + + +## 2. Arcane Scoundrel [UB] + +With quickness of feet and sharpness of wit, Arcane Scoundrels utilize a series of magical tricks to outsmart and debilitate their opponents. + + +### Level 3 + +* Arcane Affinity + +You gain proficiency in the Arcana skill. + +* Guileful Casting + +You can use your weapons as spellcasting focus and are able to perform somatic components of spells while holding items + +* Spellcasting + +Cast Wizard spells and cantrips. + + +### Level 9 + +* Distracting Ambush + +Starting at 9th level, whenever you deal sneak attack damage to a creature, that creature suffers disadvantage on their next saving throw or ability check until the end of your next turn. + + +### Level 13 + +* Arcane Backlash + +Starting at 13th level, learn Counterspell if you haven't done so already. Whenever you successfully interrupt a spell using it, deal your sneak attack as force damage to that creature. Additionally, once per long rest, you cast Counterspell at its highest level without expending a spell slot. + +* Counterspell + +Interrupt an enemy's spellcasting. + +* Expanded Spells + + + III Counterspell + + + + +### Level 17 + +* Essence Thief + +Starting at 17th level, you can steal essence from one creature and use it to harm another. During your turn, when you deal sneak attack damage to a creature, you can target any other creature within 30 feet of you as a free action, dealing half your sneak attack dice (rounded down) as force damage and applying Distracting Ambush condition to that creature. + + + +## 3. Blade Caller [UB] + +Blade Callers are descendants of legendary assassins, or so the urban stories go. Swift and precise, these combatants utilize deadly blade arts to exploit their opponent's weak spots, striking them down with peerless finesse when the opportune moment presents itself. + + +### Level 3 + +* Blade Bond + +Starting at 3rd level, you attune yourself to the blades you wield. Your attacks with daggers are considered magical for purposes of overcoming resistances and immunities to non-magical weapons, their short and long throwing range is increased by 20 feet, and they immediately return into your hands if you throw them. + +* Blade Mark + +Once during your turn, the first creature you hit with a dagger attack receives Blade Mark condition until the end of your next turn, unless the creature is already affected by that condition. When you attack a creature affected by Blade Mark, you consume the mark and roll that attack with advantage. If you hit with a dagger attack, the creature takes extra damage equal to half your rogue level (rounded up). + + +### Level 9 + +* Hail of Blades + +Starting at 9th level, when you hit a creature affected by Blade Mark with a dagger attack, you can use your reaction to summon a maelstrom of ethereal blades and hurl them at your enemies. Each creature within 10 feet of the target that you can see, including the target, must pass a Dexterity saving throw or receive force damage equal to your sneak attack damage and become affected by Blade Mark condition regardless of if they pass the saving throw or not. You can use this feature once per short rest. + + +### Level 13 + +* Blade Surge + +Starting at 13th level, when you hit a creature affected by Blade Mark with a dagger attack, you gain an extra weapon attack, and an additional 10 feet of movement speed until the end of your turn. This gain can occur only once per round. + + +### Level 17 + +* Blade Storm + +Starting at 17th, level, whenever you reduce a creature to 0 hit points, you regain the usage of your Hail of Blades feature. + + + +## 4. Darkweaver [SOL] + +Darkweavers are trained by a secret society that extends throughout the kingdoms. They have developed techniques to improve their mobility in all three dimensions, and mastered the art of poison crafting. + + +### Level 3 + +* Bonus Proficiency + +Proficient with the poisoner's kit. + +* Predator + +When hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage. + +* Spider on Wall + +Climbing no longer costs you extra movement, and difficult climb surfaces are considered normal for you. + + +### Level 9 + +* Poisonous + +When you hit with a melee weapon and deal at least 1 point of damage, your target must make a CON save DC 13 or they will be poisoned for one hour and take an additional 2d6 damage. + + +### Level 13 + +* Shadowy + +When you are in dim light or darkness outside of the enemy's line of sight, you can use your bonus action to become hidden and invisible until the end of your turn. + + +### Level 17 + +* Dark Assault + +Starting at 17th level, when you start your turn in dim light or darkness, you gain an extra attack with your Attack action and additional 15 feet of movement during the turn. + + + +## 5. Duelist [UB] + +Duelists possess a swaggering bravado. They are quick-witted, self-sufficient, and dangerous to isolated enemies. + + +### Level 3 + +* Daring Duel + +You don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft of it, no other creatures are within 5 ft of you, and you don't have disadvantage on the attack roll. All the other Sneak Attack rules still apply. + +* Swirling Dance + +When a creature misses you with a melee attack roll while you are wielding a melee weapon, you can use your reaction to make an immediate attack of opportunity against that creature. + + +### Level 9 + +* Bravado + +Whenever you Sneak Attack a creature with a melee weapon, you gain non-stacking 1d6 bonus to your AC until the start of your next turn. + + +### Level 13 + +* Reflexive Parry + +Once per turn while you aren't dazzled, incapacitated, shocked or slowed and get hit by a melee weapon attack, you immediately use your Uncanny Dodge feature without needing or consuming your reaction. + + +### Level 17 + +* Master Duelist + +Immediately after you use your Sneak Attack, you make another attack against the same target using your main hand weapon, provided you are within 5 ft of it and no other creatures are within 5 ft of you. + + + +## 6. Hoodlum [SOL] + +When heads need crackin' and people need beatin', hoodlums are those you turn to. These brutes may not be professional soldiers, but honor doesn't win you fights - violence does. + + +### Level 3 + +* Heavy Beating + +You can now use Sneak Attack when using non-finesse melee weapons. + +* Mean Mug + +You gain proficiency in the Intimidation skill if you don't already have it, or expertise if you do. + +* The Right Tools + +You gain proficiency with martial weapons, medium armor, and shields. + + +### Level 9 + +* Menacing + +When you hit an enemy with a sneak attack, they have disadvantage on attacks made against you until the start of your next turn. + + +### Level 13 + +* Dirty Fighting + +You can use a bonus action to catch a target within 1 cell of you off guard. They must make a CON saving throw (DC 8 + proficiency bonus + STR modifier) or become blinded and incapacitated until the end of your next turn. Once hit by Dirty Fighting, the same target cannot be affected again. + + +### Level 17 + +* Brutal Assault + +Starting at 17th level, you gain the following benefits: +• Whenever the target of your Dirty Fighting fails the saving throw, you can immediately make one weapon attack against that creature as a part of the same bonus action. +• Whenever you hit a creature that is prone, stunned, blinded, frightened, incapacitated, poisoned, paralyzed or restrained, you deal extra damage equal to your proficiency bonus. + + + +## 7. Opportunist [UB] + +Opportunist are those who never let a chance to finish their enemies slide. They stab fast and stab where it matters. Not many facing them can escape unscratched. + + +### Level 3 + +* Debilitating Strike + +Starting at 3rd level, whenever you sneak attack a creature, that creature must pass a Constitution saving throw (DC 8 + proficiency bonus + Dexterity modifier) or roll all saving throws with –1d4 penalty until the end of your next turn. + +* Opportunity + +During the first round of combat, you roll all attack rolls with advantage. In addition, you always roll all attacks of opportunity with advantage. + + +### Level 9 + +* Seize the Chance + +Starting at 9th level, when an enemy first fails a saving throw, and it is not your turn, you can use your reaction to make an attack of opportunity against it. + + +### Level 13 + +* Improved Debilitating Strike + +Starting at 13th level, whenever you sneak attack a creature, that creature must pass a Constitution saving throw (DC 8 + proficiency bonus + Dexterity modifier) or have the movement speed reduced by 10 ft, and roll all saving throws with –1d6 penalty until the end of your next turn. + + +### Level 17 + +* Exposed Weakness + +Starting at 17th level, attacks against creatures affected by Debilitating Strike are made with advantage. + + + +## 8. Raven [UB] + +Ravens are ranged weapon specialists that are trained to take down enemies quickly and effectively. + + +### Level 3 + +* Ranged Specialist + +You are proficient with all two-handed ranged weapons and gain Archery fighting style. + +* Sniper's Aim + +Once per turn, when you hit a creature with a ranged weapon attack, that creature takes extra damage to the same type equal to your rogue level. + + +### Level 9 + +* Heart-Seeking Shot + +As a free action, you can make your next ranged weapon attack result in a guaranteed critical hit if it hits a creature. You can use this feature once per short rest. + + +### Level 13 + +* Deadly Focus + +If you miss with a ranged weapon attack roll, you can roll it again with advantage. You can use this feature once per short rest. + + +### Level 17 + +* Killing Spree + +Once during your turn, when you reduce a creature to 0 hit points, you gain an extra attack as a part of your main action and reset the usage of your Sniper's Aim feature. + + + +## 9. Shadowcaster [SOL] + +Shadowcasters are trained in arcane magic as well as in roguish abilities. They are tricksters who use magic to make their moves even more unpredictable and unstoppable. Some believe they don't really exist. + + +### Level 3 + +* Shadow Dodge + +As a bonus action, teleport to a cell you can see within 5 cells. Recharges after a rest. + +* Spellcasting + +Cast wizard spells and cantrips from the divination, illusion, necromancy, and abjuration schools. + + +### Level 9 + +* Shadow Retribution + +If you are targeted by a damaging spell, whether it damages you or not, you can cast a cantrip in reaction on the caster. + + +### Level 13 + +* Shadow Casting + +You can use your Sneak Attack when you damage enemies with spells which require an attack roll as if you were using a finesse or a ranged weapon. All the other rules for Sneak Attack still apply to you. + + +### Level 17 + +* Shadow Form + +Starting at 17th level, you can use your bonus action to magically transform yourself into a shadowy form for one minute. While in this form, you gain the following benefits: +• You have resistance to all damage types except radiant. +• You are immune to difficult terrains. +• You don't provoke opportunity attacks. + + + +## 10. Shadowdancer [UB] + +Most beings who come in contact with the shadow realm become consumed by its fell energies, but those who are able to protect themselves and withstand these energies can gain various supernatural traits and abilities. Shadowdancers are individuals who became artists of shadow manipulation, able to utilize even the faintest shadow to strike with obfuscation and escape without a trace. Such unique skillset makes them perfect candidates to work as agents, informants, spies or assassins. + + +### Level 3 + +* One with Shadows + +You become accustomed to darkness and make it your deadly playground. You gain darkvision of 60 feet. You don't need advantage on the attack roll to use your Sneak Attack if either you or your target are in dim light or darkness. All the other rules for Sneak Attack still apply to you. + +* Shadow Strike + +You infuse your attacks with the essence of darkness itself. Whenever you sneak attack a creature with a weapon attack, you roll an additional d6, reroll any 1s and 2s on damage dice of that attack and must take the second result, and can choose to convert the base weapon and sneak attack damage you deal into necrotic damage. + + +### Level 9 + +* Shadow Stride + +Once per turn as a free action, you can substitute any amount of your movement for a teleportation of the equivalent distance. When teleporting in this way, both your starting and final location must be in dim light or darkness. + + +### Level 13 + +* Umbral Constitution + +You gain resistance to cold and necrotic damage. In addition, whenever you are reduced to 0 hit points, you regain a number of hit points equal to twice your rogue level and stand up. You can use this feature once per long rest. + + +### Level 17 + +* Shadow Dance + +You can use your bonus action to empower yourself with a swirling nimbus of shadow energy for one minute. While this shadow energy persists, you are obscured by magical darkness which you can see through, and whenever you deal sneak attack damage and roll the maximum number on one of your dice attack, you reroll that die and add it to the damage. You can use this feature once per long rest. + + + +## 11. Slayer [UB] + +Slayers focus their training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. + + +### Level 3 + +* Elimination + +Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. + + +### Level 9 + +* Chain of Execution + +Starting at 9th level, whenever you reduce a creature to 0 hit points, or whenever a creature damaged by your sneak attack dies before the start of your next turn, increase the damage of your next sneak attack by half your total sneak dice (rounded up), until the end of your next turn. + + +### Level 13 + +* Cloak of Shadows + +Starting at 13th level, you can use your bonus action to become invisible for 1 minute. You can use this feature a number of times per long rest equal to your Dexterity modifier. + + +### Level 17 + +* Fatal Strike + +Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, double the damage of your attack against the creature. + + + +## 12. Thief [SOL] + +Thieves have honed their skills in the larcenous arts. In addition to improving their agility and stealth, they learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items they normally couldn't employ. + + +### Level 3 + +* Fast Hands + +Cunning Action allows you to take the Use an Object action. + +* Second-Story Work + +Climbing no longer costs you extra movement, difficult climb surfaces are considered normal for you, and you can jump longer distances. + + +### Level 9 + +* Supreme Sneak + +You have advantage on DEX (Stealth) ability checks. + + +### Level 13 + +* Use Magic Device + +By level 13, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, ancestry, and level requirements on the use of magic items. + + +### Level 17 + +* Thief's Reflexes + +Starting at 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. + + + +# Sorcerer + +## 1. Child of the Rift [SOL] + +Another effect of the Rift and its cataclysmic closing was that some people around it were affected in their blood, gaining an innate ability to cast spells, but in an instinctive way. The very nature of the Rift also changed them deeply, as they are not only flesh and blood, but also mana, light, and shadow. + + +### Level 1 + +* Child of the Rift Origin Spells + +In your list and always prepared: + + I Guiding Bolt + + II Aid + + III Daylight + + IV Banishment + + V Greater Restoration + +* Rift Magic + +Immediately after you cast a sorcerer spell of level 1 to 5, roll 1d20. If you roll a 20, your spell slot is not spent + + +### Level 2 + +* Rift Deflection + +You can use your Bonus Action to spend 1 sorcery point to become harder to hit and achieve better saving throws, until the start of your next turn + + +### Level 6 + +* Offering to the Rift + +You can use your Bonus Action to sacrifice 5 Hit Points, in order to regain immediately one sorcery point. The sacrificed Hit Points are recovered after a Long Rest. + + +### Level 14 + +* Rift Walk + +At level 14, as a bonus action, you can teleport up to 6 cells to any unoccupied space you can see. Any enemy within 1 cell of your landing position takes force damage equal to your CHA modifier (minimum 1). You can use Riftwalk a number of times equal to your proficiency bonus per long rest. + + +### Level 18 + +* Rift Magic Mastery + +Starting at 18th level, whenever you roll a d20 to regain a spell slot from your Rift Magic feature, you can now regain any slot level upon rolling an 18, 19 or 20. + + + +## 2. Divine Soul [UB] + +Your innate magic has been imparted to you by a Deity for a purpose you may or may not understand. + + +### Level 1 + +* Deity Choice + +Select the Divine source of your magic. + +* Divine Fortitude + ++1 Hit Point per level. + +* Divine Magic + +Your connection to the divine allows you to learn and cast Cleric spells as Sorcerer spells. + + +### Level 6 + +* Divine Fount + +As a Bonus Action, regain 1 sorcery point. Usable a number of times equal to your Wisdom bonus and all uses recharge after a long rest. + +* Empowered Healing + +Until the start of your next turn, when casting a healing spell you reroll healing dice rolls of 1 or 2, keeping the new result. Activate this power as a Bonus Action expending 1 sorcerer point. + + +### Level 14 + +* Planar Portal + +Opens a portal that can carry a friendly creature and yourself to a specified destination. + + +### Level 18 + +* Divine Recovery + +As a Bonus Action, you can restore 70 hit points to yourself and remove blindness and diseases. Usable once per long rest. + + + +## 3. Draconic Bloodline [SOL] + +Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. + + +### Level 1 + +* Draconic Bloodline Origin Spells + +In your list and always prepared: + + I Shield + + II Misty Step + + III Counterspell + + IV Greater Invisibility + + V Hold Monster + +* Draconic Knowledge + +You speak draconic + +* Draconic Resilience + +You gain one additional hit point per level and your armor class is 13 + dexterity bonus when you are not wearing armor + +* Dragon Ancestor Choice + +Select the type of dragon (and associated damage type) of your ancestor + + +### Level 6 + +* Draconic Resistance + +You gain resistance to the damage type of your ancestor for an hour, at the cost of one sorcery point. + +* Elemental Affinity + +When dealing spell damage that matches your draconic ancestry, you add your charisma modifier to the total (on the first target). + + +### Level 14 + +* Dragon Wings + +At level 14, you obtain the ability to sprout a pair of Dragon Wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. + + +### Level 18 + +* Draconic Presence + +Starting at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear to a distance of 60 feet. Each hostile creature in that area must succeed on a Wisdom saving throw or be charmed or frightened. Each creature can repeat the saving throw at the end of each of its turns. + + + +## 4. Field Manipulator [UB] + +Field Manipulators excel at controlling the battlefield and preventing their enemies from being able to attack them. + + +### Level 1 + +* Displacement + +Starting at 1st level, you can use your action to teleport a creature within 60 feet of you on any cell you can see within those 60 feet. Enemy creatures must pass Charisma saving throw, with DC being your spell DC or be displaced. Friendly creatures are not required to make a saving throw. You can use this feature a number of times per long rest equal to your proficiency modifier. + +* Expanded Spells + + + I Sleep + + II Hold Person + + III Counterspell + + IV Banishment + + V Hold Monster + + + + +### Level 6 + +* Arcane Manipulation + +Starting at 6th level, your Enchantment, Abjuration and Illusion spells are cast at one spell level higher than the spell slot used. + + +### Level 14 + +* Mental Resistance + +Starting at 14th level, gain proficiency in Intelligence and Wisdom saving throws. + + +### Level 18 + +* Forceful Step + +Beginning at 18th level, you can use your bonus action to teleport to a place of your choice within 60 feet. Any enemy creature within 10 feet of the destination you arrive at must pass a Strength saving throw against your spell DC or receive 3d10 force damage and become prone and knocked back by 10 feet. You can use this feature three times per long rest, and you can pay 4 sorcery points if you are out of uses. + + + +## 5. Forceblade [UB] + +Forceblades combine martial prowess with inborn magical talents to outmatch their enemies. + + +### Level 1 + +* Arcane Weapon + +Your non-two-handed weapon attacks count as magical, and you use your spell casting modifier for your attack and damage rolls. If you have the Two Weapon fighting style these changes also apply to your offhand attack. + +* Expanded Spells + + + I Thunderous Smite + + II Misty Step + + III Haste + + IV Fire Shield + + V Mind Twist + + + +* Martial Training + +You gain proficiency with light armor, medium armor, and martial weapons. + + +### Level 2 + +* Mana Shield + +You can use your bonus action to gain temporary hit points equal to your sorcerer level + Charisma modifier, a number of times per long rest equal to your proficiency bonus. If you are out of uses, you can spend two sorcery points instead. + + +### Level 6 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 14 + +* War Sorcerer + +When you hit with an attack or deal damage with a spell, add your Charisma modifier as bonus force damage to one damage roll of that attack or spell. + + +### Level 18 + +* Battle Reflexes + +Your AC increases by 2, and you gain proficiency in Dexterity saving throws. + + + +## 6. Haunted Soul [SOL] + +Haunted souls are sorcerers whose innate abilities draw malevolent spirits to them. Those who survive the ordeal learn to form a symbiotic relationship with them, harnessing their power in exchange for having their soul being slowly drained away. + + +### Level 1 + +* Haunted Soul Origin Spells + +In your list and always prepared: + + I Inflict Wounds + + II Ray of Enfeeblement + + III Fear + + IV Phantasmal Killer + + V Mind Twist + +* Spirit Visage + +You can use a bonus action to attempt to scare an enemy that you can see within 6 cells of you. The target must make a Wisdom saving throw or they will have disadvantage on Ability Checks and Attack rolls until the start of your next turn. + + +### Level 6 + +* Recharge Vengeful Spirits + +Spend 4 sorcery points to recharge your Vengeful Spirits power. + +* Vengeful Spirits + +You can use a bonus action to call forth the spirits inside you for up to 1 minute. You can target a 3x3-cell area that you can see within 18 cells. Any opponent that enters the area for the first time on a turn or start its turn there must make a charisma saving throw or take 2d6 + your charisma modifier in necrotic damage (half damage on a successful save). Each turn, you can use your bonus action to move that area by 6 cells. Once you use Vengeful Spirits, you can't use it again until you finish a long rest, unless you spend 4 sorcery points to use it again. + + +### Level 14 + +* Soul Drain + +At level 14, once per turn when you kill one or more creatures with a spell of level 1 or higher, you regain 1 sorcery point. Soul Drain does not work on creatures of CR 1/2 or lower. + + +### Level 18 + +* Possession + +Starting at 18th level, you can use your action to possess bodies of your enemies with malevolent spirits. Target a 4x4 area within 120 feet of you. Each enemy creature in that area is forced to roll Charisma saving throw against your spell DC. On a failed saving throw, each enemy creature receives 6d10 necrotic damage and is dominated until the end of your next turn. After the dominated condition expires, they receive one level of exhaustion. You can use this feature once per long rest. + + + +## 7. Mana Painter [SOL] + +Born out of the mana starvation that followed the cataclysm, certain dwellers of Solasta learned to drain magic from all that surrounded them, locations, objects and even people. They learned to channel scarce mana to cast spells, create potions or scrolls. Whereas their enemies call them mana stealers, they are truly artists of magic. + + +### Level 1 + +* Mana Absorption + +Your Charisma modifier is used (if higher) instead of other ability modifiers on your saving throws against spells and other magic effects. + +* Mana Painter Origin Spells + +In your list and always prepared: + + I Entangle + + II Barkskin + + III Sleet Storm + + IV Fire Shield + + V Conjure Elemental + + +### Level 2 + +* Mana Drain + +Make a melee spell attack. On a successful hit, the target creature takes 1D10+your charisma modifier Force Damage, and you regain 1 Sorcery Point. You need to take a Short Rest to recover this power. + + +### Level 6 + +* Mana Tap + +When you finish a Short Rest, you can regain a number of Sorcery points equal to half your Sorcerer levels (rounded up). You must complete a long rest to use this ability again. + + +### Level 14 + +* Mana Balance + +At level 14, whenever you use a sorcery point, you regain 5 HP per sorcery point you spend. + + +### Level 18 + +* Mana Overflow + +Starting at 18th level, you gain the following benefits: +• Whenever you succeed on a saving throw against a spell or other magic effects, you regain 1 sorcery point. +• Your Mana Drain does 4d10 + your Charisma modifier damage and restores 2 sorcery points instead. + + + +## 8. Psion [UB] + +Psions are exceptional individuals that possess innate ability to manipulate psionic energy by sheer force of will. Through extensive practices of mental discipline, a psion can learn to tap into their power and bend reality with a thought. + + +### Level 1 + +* Expanded Spells + + + I Shield + + II Tasha's Mind Whip + + III Pulse Wave + + IV Confusion + + V Mind Twist + + + +* Psionic Mind + +You gain resistance to psychic damage. + +* Telekinetic + +You can use your bonus action and target a creature within 30 feet of you. The targeted creature is then moved up to 15 feet towards you or away from you. Enemy creatures must pass Strength saving throw against your spellcasting DC or be moved in the chosen direction while allied creatures are moved with no saving throw. You can use this feature a number of times per long rest equal to your proficiency bonus, and can pay 1 sorcery point instead if you are out of uses. + + +### Level 6 + +* Mind Sculpt + +Whenever you deal psychic damage with a spell, you add your Charisma modifier as extra psychic damage to one damage roll of that spell. Additionally, you can pay 1 sorcery point to convert all spell damage you deal into psychic damage. + + +### Level 14 + +* Mind over Matter + +If you fall to 0 hit points and don't outright die, you can regain 1 hit point, stand up, gain a number of temporary hit points equal to three times your Sorcerer level for one minute, and knock all enemies within 10 feet of you prone. This effect can occur only once per long rest. + + +### Level 18 + +* Supreme Will + +Whenever you cast a concentration spell, you can pay a number of sorcery points equal to twice the level of the spell to cast the spell without requiring concentration. You can use this feature only once per short rest. + + + +## 9. Sorr-Akkath [UB] + +Your innate spellcasting ability comes from Sorr-Akkath magic that was mingled with your blood, or that of your ancestors. As possible origins of these sorcerers, perhaps you have undergone an experiment that involved using blood of a Sorak, an ancestor made a bargain with a Sorak, or you are simply an offspring of a Sorak parent. + + +### Level 1 + +* Deceptive Heritage + +You become proficient in Stealth and Deception skills, learn Venomous Spike cantrip and gain 60 feet darkvision. + +* Expanded Spells + + + I Hideous Laughter + + II Invisibility + + III Fear + + IV Greater Invisibility + + V Dominate Person + + + +* Spell Sneak Attack + +Once per turn, you can deal an extra 1d6 damage to one creature you hit with a spell attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level. + + +### Level 6 + +* Blood of Sorr-Akkath + +Starting at 6th level, you become resistant to poison damage and gain immunity to poisoned condition. Additionally, hitting a creature with Spell Sneak Attack feature imposes a Constitution saving throw on that creature. If the creature fails it, it becomes poisoned until the end of your next turn. + + +### Level 14 + +* Darkness Affinity + +Starting at 14th level, while you are in dim light or darkness, you gain the following: +• +2 to AC. +• +2 to attack rolls. +• +2 to saving throws. +• +2 hit points regeneration at the end of your turn. + + +### Level 18 + +* Touch of Darkness + +Starting at 18th level, your gain the ability to corrupt creatures on touch and siphon their health. Using your action as a spell attack with touch range, deal 8d8 necrotic damage to a creature on successful hit and heal for the half the damage dealt. You can use this feature three times per long rest, and you can pay 4 Sorcery Points instead if you are out of uses. + + + +## 10. Wild Magic [UB] + +Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However, it came to be, this chaotic magic churns within you, waiting for any outlet. + + +### Level 1 + +* Tides of Chaos + +You can manipulate the forces of chance and chaos to reroll with advantage a failed attack roll, attribute check, or saving throw. You can use this feature once per long rest. You can also, once during your turn as a free action, roll on the Wild Magic Surge table and regain one use of it. + +* Wild Magic Surge + +Your spellcasting can unleash surges of untamed magic. Once per turn, you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll less or equal 2, roll on the Wild Magic Surge table. If that effect is a spell, it is too wild to be affected by your Metamagic, and it doesn't require concentration. + + +### Level 6 + +* Bend Luck + +Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creature's roll. + + +### Level 14 + +* Controlled Chaos + +You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. + + +### Level 18 + +* Spell Bombardment + +The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of these dice and add it as the highest number possible to the total damage dealt. + + + +# Warlock + +## 1. The Archfey [UB] + +Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. + + +### Level 1 + +* Expanded Spells + + + I Faerie Fire, Sleep + + II Calm Emotions, Mirror Image + + III Conjure Animal, Protection from Energy + + IV Dominate Beast, Greater Invisibility + + V Dominate Person, Mantle of Thorns + + + +* Fey Presence + +As an action, you can cause each creature in a 15 ft cone to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + +### Level 6 + +* Misty Escape + +When you are hit, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. + + +### Level 10 + +* Beguiling Defenses + +You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. + + +### Level 14 + +* Dark Delirium + +As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage. Once you use this feature, you can't use it again until you finish a short or long rest. + + + +## 2. The Celestial [UB] + +Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. + + +### Level 1 + +* Bonus Cantrips + +You learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. + +* Expanded Spells + + + I Cure Wounds, Guiding Bolt + + II Flaming Sphere, Lesser Restoration + + III Daylight, Revivify + + IV Guardian of Faith, Wall of Fire + + V Flame Strike, Greater Restoration + + + +* Healing Light + +You gain the ability to channel celestial energy to heal wounds. You have a pool of D6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die and maximum of six). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. + + +### Level 6 + +* Radiant Soul + +Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell. + + +### Level 10 + +* Celestial Resistance + +You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, all original party members gain temporary hit points equal to half your warlock level + your Charisma modifier. + + +### Level 14 + +* Searing Vengeance + +The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest. + + + +## 3. The Eldritch Surge [UB] + +You made a pact with a mysterious entity that may be a consciousness that emerged from the intricacy of the Weave, believing that pure arcane power can create any phenomenon. And you are to prove it. + + +### Level 1 + +* Blast Exclusive + +You gain Eldritch Blast as a bonus cantrip. The number of beams is derived by your determination calculated as: [Warlock levels] - 2 * [Other Classes levels]. You can cast 2 beams when your determination >= 3, 3 when >= 8, 4 when >= 13 and 5 when >= 18. + +* Eldritch Versatility + +You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset. + +* Learn Versatility (2) + +You learn two Versatilities. + +* Versatility Switch + +Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt. + + +### Level 6 + +* Blast Pursuit + +In combat when your turn start, gain additional Eldritch Points equal to the number of beams per cast of Eldritch Blast.You also gain 1 additional Eldritch Point when you hit an enemy with Eldritch Blast. + +* Learn Versatility (1) + +You learn one Versatility. + + +### Level 10 + +* Blast Reload + +If you have cast a leveled spell as a main action, you can cast a cantrip as a bonus action and vice versa. + +* Learn Versatility (1) + +You learn one Versatility. + + +### Level 14 + +* Blast Overload + +Once per long rest, you can use a free action to enter Overload. Until the start of your next turn, you gain an extra action, and you can use all your versatilities without checks or points consumption. + +* Learn Versatility (1) + +You learn one Versatility. + + + +## 4. The Elementalist [UB] + +You've been made a pact with and been changed by primordials present in the elemental badlands. The elemental chaos of the patron has suffused your soul, letting you use the power of different elemental types. + + +### Level 1 + +* Elemental Forms + +You can switch between elemental forms a number of times equal to your proficiency bonus per long rest by channeling elemental energy. You gain resistance to the relevant damage and once per turn, apply your proficiency bonus as damage of the same type to first spell damage done that turn. The forms last for 1 minute. + +* Expanded Spells + + + 0 Fire Bolt, Ray of Frost + + I Burning Hands, Thunderwave + + II Flaming Sphere, Scorching Ray + + III Fireball, Lightning Bolt + + IV Ice Storm, Wall of Fire + + V Cone of Cold, Flame Strike + + + + +### Level 6 + +* Knowledge of Elementals + +You knowledge of elementals has increased to the point that you now gain advantage on ability checks towards elementals, and deal additional damage against elementals equal to your knowledge level. You can no longer be charmed or frightened by elementals. + + +### Level 10 + +* Enhanced Elemental Forms + +You can switch between enhanced elemental forms a number of times equal to your proficiency bonus per day by channeling elemental energy. You gain immunity to the relevant damage and apply proficiency bonus as damage of the same type to first spell damage each round. The forms last for 1 minute. + + +### Level 14 + +* Elemental Minions + +Your control of elemental energies has increased to the point than you now have dominion over weaker elementals. You can cast conjure minor elemental at will. + + + +## 5. The Fiend [SOL] + +A fiend is a dangerous patron whose power comes at a cost. A denizen of the lower planes of existence, your patron's aims are evil, and although you may strive against those aims, your patron still desires the corruption or destruction of all things, ultimately including you. + + +### Level 1 + +* Dark One's Blessing + +Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). + +* Expanded Spells + + + I Burning Hands, Bane + + II Blindness, Scorching Ray + + III Fireball, Stinking Cloud + + IV Fire Shield, Wall of Fire + + V Flame Strike, Contagion + + + + +### Level 6 + +* Dark One's Own Luck + +You can use an action to bring forth a fiendish stroke of luck. For the next minute, you roll an additional 1d10 on all your ability checks and saving throws. Once you use this feature, you can't use it again until you finish a long rest. + + +### Level 10 + +* Fiendish Resilience + +Starting at the 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. + + +### Level 14 + +* Hurl Through Hell + +When you hit a creature with an attack, you can banish it to the lower planes until the end of your next turn. The creature suffers 10d10 psychic damage upon returning from this horrific experience. + You can use Hurl Through Hell once per long rest. + + + +## 6. The Hexblade [UB] + +You have struck a bargain with a sentient weapon that you feed souls to in return for power. + + +### Level 1 + +* Armor and Weapons + +You can wear Light Armor, Medium Armor and Shield and also gain proficiency with martial weapons. + +* Expanded Spells + + + I Shield, Wrathful Smite + + II Blur, Branding Smite + + III Blinding Smite, Elemental Weapon + + IV Phantasmal Killer, Staggering Smite + + V Banishing Smite, Cone of Cold + + + +* Soul Empowered + +Your main weapon single-handed attacks count as magical, and you use your spell casting modifier on attack and damage rolls. You lift the restriction on single-handed if you take Pact of Blade, and you lift the restriction on main attack if you take the Two Weapon fighting style. + +* Soul Hex + +You can curse one creature you can see within 30 ft of you for one minute. While in effect: +• You add your proficiency bonus to damage against the cursed creature. +• Your critical threat range increases by 1 against the cursed creature. +• You regain hit points equal to your warlock level + your Charisma modifier when the cursed creature dies. + + +### Level 6 + +* Spiritual Pact Weapon + +You can summon forth a spiritual form of a weapon, for one minute, from your pact as a free action. As a bonus action, you can direct the weapon as desired to attack your foes. The weapon moves up to 20ft each time before striking. The weapon deals 1d8 + Charisma force damage on hit. This damage increases to 2d8 on level 10, and 3d8 on level 14. + + +### Level 10 + +* Soul Shield + +You can use the power of souls to defend yourself. As a reaction, you can gain +5 to your AC until the start of your next turn. You can use this feature once per short rest. + + +### Level 14 + +* Master Hex + +You can use Soul Hex twice per short rest now, and you can use a bonus action to apply the hex to another creature within 30 feet of you if the original target was slain. + + + +## 7. The Hive [SOL] + +The insects known as redeemers were developed by the Manacalon Empire as living weapons controlled by hive intelligence. With the fall of the Empire, that intelligence became self-willed and powerful - and curious about others. The Hive studies its warlocks as well as empowering them. + + +### Level 1 + +* Expanded Spells + + + I Detect Poison and Disease, Inflict Wounds + + II Acid Arrow, Calm Emotions + + III Lightning Bolt, Stinking Cloud + + IV Giant Insect, Stoneskin + + V Cloudkill, Insect Plague + + + +* Weakening Pheromones + +Starting at 1st level, each turn, the first creature you damage with a spell will have disadvantage on their next saving throw. This condition expires on its own after 1 min. + + +### Level 6 + +* Magic Counter + +Starting at the 6th level, you can cast Counterspell once per short rest as a feature. This does not use one of your spellcasting slots, and you add your proficiency bonus when countering level-4 and higher spells. + + +### Level 10 + +* Reactive Carapace + +Starting at the 10th level, whenever you take damage from a spell or magic effect, you can use your reaction to immediately gain a number of temporary hit points equal to 1d8 + CHA modifier. These temporary hit points last until the start of your next turn. + + +### Level 14 + +* Antimagic Chitin + +Starting at level 14, you have advantage on saving throws against spells and magic effects. + + + +## 8. The Moonlit [UB] + +Your patron is a spirit of the moon, an entity that embodies the cyclical nature of light and darkness. These spirits seek to maintain the power of the moon over the night sky while keeping profane powers that stalk the darkness at bay and task their warlocks with the same, granting them command over the powers of the moon and its effects. + + +### Level 1 + +* Expanded Spells + + + I Faerie Fire, Sleep + + II Moon Beam, See Invisibility + + III Daylight, Slow + + IV Greater Invisibility, Guardian of Faith + + V Cone of Cold, Greater Restoration + + + +* Lunar Cloak + +You can use your bonus action to conjure a cloak of light or darkness, gaining one of the following benefits for one minute: +Full Moon: You shed bright light in a 15-foot radius and dim light in an additional 15-foot radius around you and gain the lunar radiance power. Make a melee spell attack. On a hit, the creature takes 1d8 radiant damage and has a –1 penalty to AC until the end of your next turn. +New Moon: You are obscured in non-magical darkness. If you move to a tile that is in dim or bright light, you are considered to be in non-magical darkness instead, and gain the lunar chill power. Make a melee spell attack. On a hit, the creature takes 1d8 cold damage and is hindered until the end of your next turn. + + +### Level 6 + +* Midnight Blessing + +You are resistant to radiant damage while Full Moon cloak is active, and you are resistant to cold damage while New Moon cloak is active. You also learn Moon Beam spell if you haven't already done so. You can cast it once per long rest without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level and taking damage cannot break your concentration for this spell. + + +### Level 10 + +* Lunar Embrace + +The damage of your Lunar Cloak increases to 2d8. In addition, whenever you conjure a cloak, you gain flying speed equal to your walking speed for the duration of the cloak. + + +### Level 14 + +* Moonlight Guise + +Whenever a creature damages you, you can use your reaction to become invisible until the end of your next turn. You can use this feature once per short rest. + + + +## 9. The Mountain [UB] + +You have made a pact with an ancient primal entity that dwells atop the highest mountains of Solasta. Such entities yearn for a simpler epoch when mortals left them to their long slumber above the clouds, raising no cities and delving no mines. Their warlocks disdain the tools of civilization, calling upon the mountain's strength to shield their companions and strike down their foes. + + +### Level 1 + +* Barrier of Stone + +When an ally within 30 ft of you is attacked, you may use your reaction to reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. You may use this power a number of times equal to your Charisma modifier per long rest. + +* Expanded Spells + + + I Earth Tremor, Sleep + + II Heat Metal, Lesser Restoration + + III Protection from Energy, Sleet Storm + + IV Freedom of Movement, Ice Storm + + V Cone of Cold, Greater Restoration + + + +* Knowledge of Aeons + +Gain proficiency in Nature and Survival. Gain Mountain as a favored terrain type. + + +### Level 6 + +* Clinging Strength + +You may use a bonus action on your turn to give yourself or an ally within 5 feet of you the benefits of Longstrider and Spider Climb for 1 hour without any concentration requirement. Once you use this power, you cannot use it again until you finish a short or long rest. + +* Eternal Guardian + +You may use your Barrier of Stone feature a number of times equal to your Charisma modifier per short rest. + + +### Level 10 + +* The Mountain Wakes + +You may cast Ice Storm as a fourth level spell a number of times equal to your proficiency bonus per long rest. + + +### Level 14 + +* Icebound Soul + +Gain immunity to cold damage. The first time you hit an enemy with an attack on your turn, they must make a Constitution saving throw against your warlock spell DC or become blinded until the end of their next turn. + + + +## 10. The Riftwalker [UB] + +Your patron is one of the rare beings who calls the void between worlds their home. They slip between the planes with ease and the knowledge you have gained from interacting with them allows you to harness lingering rift energies to your benefit within solasta. You might be sometimes filled with a longing for the distant realm of your patron, a desire to wander between dimensions for the rest of your days, or watch for signs of another Rift event, either to prevent or encourage. + + +### Level 1 + +* Blink + +As a bonus action, you vanish from your current plane of existence, preventing all damage. At the start of your next turn, you return to the space you vanished from. You can use this feature twice per long rest. + +* Expanded Spells + + + I Jump, Longstrider + + II Blur, Pass Without Trace + + III Haste, Slow + + IV Freedom of Movement, Greater Invisibility + + V Dispel Evil and Good, Mind Twist + + + +* Rift Step + +As a bonus action, you teleport to an unoccupied space that you can see. You can use this feature once per short rest. + + +### Level 6 + +* Rift Freedom + +You cannot be restrained. + +* Rift Strike + +When damaged by a melee attack, you can use your reaction to create a portal that banishes the attacker for 1 round from your plane of existence. You can use this feature once per short rest. + + +### Level 10 + +* Fade Into the Void + +When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead as you briefly fade into the void to lessen the damage. You can use this feature once per long rest. + +* Rift Portal + +As a bonus action, you teleport to an unoccupied space that you can see, and can bring an ally with you. You can use this feature once per short rest. + + +### Level 14 + +* Rift Cloak + +As a main action, your control of rift portals has increased to the point that you can now grant resistance against all damage types to an ally that you can see. You can use this feature once per long rest. + + + +## 11. The Timekeeper [SOL] + +Time is eternal, just a long flow. And yet, it longs for more than this endless flow; it longs to feel the meaning of a single moment. The Timekeepers fulfill this longing and can even sometimes manipulate the flow, a boon granted to agents of Time. + + +### Level 1 + +* Curse of Time + +Starting at the 1st level, whenever you damage an opponent with a spell, they become afflicted with the Curse of Time. + Enemies under the Curse of Time take half your proficiency bonus (rounded up) force damage at the start of their turn for the next minute. + +* Expanded Spells + + + I Longstrider, Magic Missile + + II Blur, Calm Emotions + + III Haste, Slow + + IV Greater Invisibility, Phantasmal Killer + + V Raise Dead, Dominate Person + + + + +### Level 6 + +* Time Shift + +Starting at level 6, after you take any damage, you can use your reaction to rewind a few seconds, negating the damage taken but still taking any additional effects. You are considered banished until the start of your next turn. + After you use this feature, you can't use it again until you complete a long rest. + + +### Level 10 + +* Accelerate + +Starting at the 10th level, on your turn, you can use a bonus action to briefly accelerate an ally within 6 cells. They gain the effect of Haste until the start of your next turn; however, they do not suffer from lethargy when Accelerate ends. + You can use this feature a number of times equal to your proficiency bonus per long rest. + + +### Level 14 + +* Time Warp + +Starting at the 14th level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. + Once you use this feature, you must finish a long rest before you can use it again. + + + +## 12. The Tree [SOL] + +The Tree stands at the heart of the Forest of Colthannin. To the sylvan elves - and more recently, to others - it is the soul of the forest. Its roots probe the depths, its branches touch the sky - and its warlocks travel the world between, informing and enacting its labyrinthine plans. + + +### Level 1 + +* Expanded Spells + + + I Entangle, Fog Cloud + + II Barkskin, Spike Growth + + III Bestow Curse, Conjure Animal + + IV Confusion, Phantasmal Killer + + V Contagion, Dominate Person + + + +* Piercing Branch + +Starting at the 1st level, small piercing branches sprout from your skin. Whenever an enemy hits you with a melee attack, they take 1d6 piercing damage. + + +### Level 6 + +* Blessing of the Tree + +Starting at the 6th level, both your blood and your skin start changing color ever so slightly. You can't be poisoned, and you gain resistance against poison and necrotic damage. + + +### Level 10 + +* Explosive Growth + +Starting at the 10th level, once per short rest, you can erupt and cause 1d4 per level of piercing damage, push away, and restrain all creatures surrounding you on a failed dexterity save. + + +### Level 14 + +* One with the Tree + +You gain a +2 AC bonus, and you are always considered under the effect of half-cover against ranged attacks. Your Piercing Branch now deals an additional 1d6 poison damage whenever it triggers. + + + +# Wizard + +## 1. Arcane Fighter [UB] + +Arcane Fighters channel magic into their weapons in order to perform devastating attacks. Their adversaries are often surprised at the ferocity and relentlessness from these spell casters. + + +### Level 2 + +* Arcane Weapon + +Your non-two-handed weapon attacks count as magical, and you use your spell casting modifier for your attack and damage rolls. If you have the Two Weapon fighting style these changes also apply to your offhand attack. + +* Armor and Weapons + +You can wear Light Armor, Medium Armor and Shield and also gain proficiency with martial weapons. + +* Improved Concentration + +Due to experience in the chaos of combat, gain advantage on concentration checks. + + +### Level 6 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 10 + +* Spell Fighting + +You can cast a spell after defeating an enemy with your weapon attacks. + + +### Level 14 + +* Magically Powered Attacks + +Once per turn, your weapon attacks deal an extra 1d8 damage. + + + +## 2. Bladesinger [UB] + +Bladesingers use a series of intricate, elegant maneuvers that fend off harm and allow the blade dancer to channel magic into devastating attacks and a cunning defense. Many who have observed a blade dancer at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a blade. + + +### Level 2 + +* Blade Dance + +You can use a bonus action to start the blade dance, which lasts for 1 minute. It ends early if you are incapacitated, if you use medium armor, heavy armor or a shield, or if you wield a two-handed to make an attack with a weapon: +• You gain a bonus to your AC equal to your Intelligence modifier. +• Your walking speed increases by 10 ft. +• You have advantage on Dexterity (Acrobatics) checks. +• You have advantage on Constitution checks. +You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. + +* Dance Fighting + +You can wear Light Armor and also gain proficiency with martial weapons. + + +### Level 6 + +* Cantrip Attack + +You can replace one of your attacks with a cantrip. + +* Extra Attack + +You gain an extra attack and can now attack up to 2 times in your turn. + + +### Level 10 + +* Dance of Defense + +You can direct your magic to absorb damage while your blade dance is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. + + +### Level 14 + +* Dance of Victory + +You add a +5 to the damage to your weapon attacks while your blade dance is active. + + + +## 3. Court Mage [SOL] + +Court mages are the magical equivalent of elite bodyguards. Highly prized during the Manacalon era when society was ruled by magic, this tradition has slowly resurfaced in more recent years. + + +### Level 2 + +* Always Prepared + +You gain proficiency with shields and gain the Protection Fighting Style, which allows you to use your reaction to impose disadvantage on an attack roll made against an ally next to you, provided you are wielding a shield. + +* Spell Shield + +You can use an action to create a powerful shield around yourself and an ally you can see within 6 cells of you. This spell shield grants both of you temporary hit points equal to 4 times your level for up to 1 hour. You can use this power twice, and then need to take a Long Rest to recover it. + + +### Level 6 + +* Counterspell Mastery + +You gain advantage on your spellcasting checks when casting counterspell against level 4 or higher spells. Additionally, enemies have disadvantage on their spellcasting checks when casting counterspell against any of your spells. + + +### Level 10 + +* Improved Spell Shield + +Creatures under the effect of spell shield now also gain advantage on all saving throws against spells and magic effects. While the spell shield has 0 HP, it can't absorb damage but its magic remains. + + +### Level 14 + +* Expanded Spell Shield + +At level 14, you can create a spell shield around an extra ally. You can now cast spell shield around you and allies you can see within 12 cells of you. + + + +## 4. Deadmaster [UB] + +Deadmasters learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. + + +### Level 2 + +* Deadmaster Spells + + + II Raise Skeleton, Raise Skeleton Archer + + III Raise Ghoul + + IV Raise Skeletal Enforcer + + V Raise Skeletal Knight, Raise Skeletal Marksman + + VI Raise Spectral Avenger + + VII Raise Wight + + VIII Raise Wight Lord. + +* Necromancy Expert + +You gain a +1 DC bonus when casting necromancy spells. + +* Scatter + +You've learned the ways of necromancy. If upcasted, you don't require concentration to raise dead. + +* Undead Chains + +Undead created by you have hit point maximum increased by 2 HP per your wizard level and add your proficiency bonus to attack rolls. + + +### Level 6 + +* Stark Harvest + +Once per turn when you kill creature with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. If your health is full you gain temporary hit points instead. You don't gain this benefit for killing constructs or undead. + + +### Level 10 + +* Harden to Necrotic + +You have immunity to necrotic damage, and your hit point maximum can't be reduced. + + +### Level 14 + +* Command Undead + +You can use your action a number of times a day equal to your proficiency bonus, to bring undead under your control. The undead must make a Charisma save (DC 8 + your proficiency bonus + your spellcaster attribute modifier) or be controlled for 1 minute. + + + +## 5. Graviturgist [UB] + +Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. + + +### Level 2 + +* Decrease Density + +Decrease the Density of a target, making it faster at the cost of disadvantage on Strength checks and saving throws. + +* Increase Density + +Increase the Density of a target, making it slower at the benefit of advantage on Strength checks and saving throws. + + +### Level 6 + +* Gravity Well + +Starting at 6th level, creatures hit by your spell attacks are pushed 1 cell away from you. + + +### Level 10 + +* Violent Attraction + +Starting at 10th level, increase the striking power of an ally's weapons by 1d10 for 1 minute. + + +### Level 14 + +* Event Horizon + +Starting at 14th level, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute. For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement. + + + +## 6. Greenmage [SOL] + +Greenmages are the heirs to the ancient traditions of the sylvan elves. They are wardens of the forest, specialized in nature magic and also reliable bowmen, trained to survive without spells if need be - as they had to in the wake of the Cataclysm. + + +### Level 2 + +* Green Magic + +Spells from the Green Magic list are considered wizard spells for you: + I Animal Friendship, Detect Poison and Disease, Entangle, Faerie Fire, Goodberry, Hunter's Mark, Longstrider + + II Barkskin, Pass Without Trace, Lesser Restoration, Find Traps, Protection from Poison + + III Call Lightning, Conjure Animal, Create Food, Daylight, Wind Wall + + IV Dominate Beast, Freedom of Movement, Giant Insect, Identify Creatures + + V Contagion, Insect Plague + + VI Conjure Fey, Heroes Feast, Wall of Thorns + + VII Fire Storm, Regenerate, Resurrection + + VIII Earthquake + +* Smithing + +You are trained to craft basic ammunition with smith's tools: arrows and bolts. + +* Warden of the Forest + +Proficiency: Light armor + + Proficiency: Shortbow + Fighting Style: Archery + + Natural Explorer: You benefit from the same advantages as Rangers when in a forest environment. + + +### Level 6 + +* Entangling Shot + +Your arrow can transform into a vine on impact. The target must make a Strength saving throw or be restrained until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). All uses recharge at the end of a long rest. + + +### Level 10 + +* Leaf Scales + +When an attacker that you can see damages you with a ranged attack or spell, you can use your reaction to halve the attack's damage against you. Leaf Scales' damage reduction does not stack with damage being halved from a successful saving throw. + + +### Level 14 + +* Weakening Entangling Shot + +At level 14, when hit by Entangling Shot, the target has disadvantage on all saving throws until the end of your next turn. + + + +## 7. Loremaster [SOL] + +Loremasters are obsessed with the lost knowledge of pre-Cataclysm times. They know the old Empire had superior magic and they long to learn more about the lost spells and rituals. Their magic is focused on gathering all possible knowledge. + + +### Level 2 + +* Keen Mind + +Advantage on Arcana, History, and Investigation ability checks + Advantage to copy scrolls to your spellbook + Scroll and potion crafting costs and times are halved + + +### Level 6 + +* Spell Academic + +You learn one additional spell each time you gain a level. + + +### Level 10 + +* Arcane Lore + +You can add your Proficiency Bonus to the number of spells you can memorize. You also learn two additional cantrips from the Wizard's list. + + +### Level 14 + +* Arcane Professor + +At level 14, you gain one extra level 1, level 2, level 3, and level 4 spell slots. Additionally, you learn 4 cantrips from any classes. The chosen cantrips count as wizard spells for you. + + + +## 8. Shock Arcanist [SOL] + +Shock Arcanists were the battle mages of the Manacalon Empire. Their teachings have survived the Cataclysm to become a renowned and feared magical tradition, taught in every major magic school. + + +### Level 2 + +* Arcane Warfare + +When casting spells from the War list, they count as being cast at one slot level higher than the one you actually use: Burning Hands,Magic Missile,Thunderwave,Acid Arrow,Scorching Ray,Flaming Sphere,Fireball,Lightning Bolt,Ice Storm,Cone of Cold,Mind Twist,Disintegrate,Chain Lightning,Freezing Sphere,Incendiary Cloud. + + +### Level 6 + +* Arcane Fury + +Add your proficiency bonus and INT bonus to your evocation spell damage for 1 minute. Recharges after a long rest. + + +### Level 10 + +* Arcane Shock + +Starting at the 10th level, you can use your Bonus Action to trigger Arcane Shock and make a CON saving throw DC 14 first, taking 2D6 psychic damage on a failure. Until the end of your turn, you are restrained, but the spells you cast will have all at least average dice roll value. + You can use this power a number of times equal to your proficiency bonus, then you must take a long rest to recharge its uses. + +* Wizard Weapon Proficiencies + +Constitution + + +### Level 14 + +* Greater Arcane Shock + +Starting at level 14, you can use your Bonus Action to trigger Greater Arcane Shock and make a CON saving throw DC 16 first, taking 7D6 psychic damage on a failure, or half of the damage on a success. Until the end of your turn, the spells you cast will have all the maximum possible damage dice roll values. + You can use this feature once per long rest. + + + +## 9. Spellmaster [UB] + +Spellmasters immerse themselves in magic and try to learn every spell they can get their hands on. They are unmatched in their spell knowledge. + + +### Level 2 + +* Arcane Depth + +Once per long rest, you can recover spell slots (in addition to Arcane Recovery). + +* Be Prepared + +Prepare proficiency bonus additional spells, so you always have what you need. + +* Breadth of Knowledge + +Scribe an additional spell at each level up. + + +### Level 6 + +* Bonus Cantrips + +Gain 2 extra cantrips known. + +* Master Scriber + +Scribing spells takes 1/4 the time and cost, and you have advantage. + + +### Level 10 + +* Extra Prepared + +Prepare Intelligence modifier additional spells, so you always have what you need. + + +### Level 14 + +* Spell Resistance + +Your training with magic gives you advantage on saving throws against spells. + + + +## 10. War Magic [UB] + +A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spell casters' magical energy against them. + + +### Level 2 + +* Arcane Deflection + +You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack, or you fail a saving throw, you can use your reaction to subtract your Intelligence modifier from the attack roll, or add it to the saving roll. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. + +* Tactical Wit + +Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. + + +### Level 6 + +* Power Surge + +You have a number of power surges equal to your Intelligence modifier (minimum of one) per long rest. Whenever you successfully end a spell with Counterspell, you regain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to on one damage roll of that spell. The extra damage equals your wizard level. + + +### Level 10 + +* Durable Magic + +The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. + + +### Level 14 + +* Deflection Shroud + +Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three closest creatures within 60 feet of you each take force damage equal to half your wizard level. + + + + diff --git a/Diagnostics/Documentation/Subraces.md b/Diagnostics/Documentation/Subraces.md new file mode 100644 index 0000000000..f7d978aa0c --- /dev/null +++ b/Diagnostics/Documentation/Subraces.md @@ -0,0 +1,910 @@ +# 1. - Badland Imp [UB] + +Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature. + + +### Level 1 + +* Ability Score Increase + +Constitution +2, Intelligence +1 + +* Assist + +As a bonus action, you may assist an ally in attacking an enemy within 5 feet of you. The ally will have an advantage on the first attack roll they make to the enemy. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + +* Draw Inspiration + +Whenever you fail an attack roll or a saving throw, you can add +3 to the roll. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + +* Fey Ancestry + +Saving throw advantage against Charm + Immunity to magical sleep + +* Fey Gift + +Starting at 3rd level, you may choose one of the following effects whenever you use Assist: +- Hospitality: You and your ally will gain temporary HP. +- Passage: For one round, you and your ally increase movement speed by 10 feet. +- Spite: When your ally hits an assisted target, the target will have disadvantage on the first attack roll it makes within 1 minute. + + +### Level 3 + +* Assist - Hospitality + +As a bonus action, assist an ally in attacking an enemy within 5 feet of you in one round. You and your ally will gain 1d6 + proficiency bonus of temporary HP until long rest. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + +* Assist - Passage + +As a bonus action, assist an ally in attacking an enemy within 5 feet of you in one round. You and your ally will gain 10 feet movement speed for 1 round. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + +* Assist - Spite + +As a bonus action, assist an ally in attacking an enemy within 5 feet of you in one round. If your ally hits the target, it will be mocked for 1 minute and gain disadvantage on its first attack roll. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + + + +# 2. - Cave Wyrmkin [UB] + +Cave Wyrmkins are wyrms that have adapted living in vast underground network of caves. They are born with strong sense of direction in order to navigate skillfully, and use their powerful claws to dig tunnels. + + +### Level 1 + +* Attribute Increase + +Strength +2 + +* Attribute Increase + +Constitution +1 + +* Cave Senses + +You have advantage in Wisdom (Survival) ability checks. + +* Charging Strike + +If you use dash as an action, you can use unarmed strike as a bonus action. + +* Powerful Claws + +You can use your claws to make unarmed strike. Attacking with them deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. When you hit a target with a melee attack, you can use shove as a bonus action. + + + +# 3. - Crystal Wyrmkin [UB] + +Wyrmkins are larger cousins of Dragonborns descended from another race of dragons. Unlike Dragonborns, they can see in the dark. + + +### Level 1 + +* Attribute Increase + +Strength +2, Wisdom +1 + +* Crystal Defense + +You can use your action to activate Crystal Defense. When Crystal Defense is active, your AC increases by +4. You are prone, your speed is 0, and you can't make any actions except to use bonus Action to deactivate Crystal Defense. A shield's benefits apply as normal while you use your crystal defense. + +* Hard Scales + +Your hard scales provide natural armor and weapon. When not wearing armor, your AC is 17 (your Dexterity modifier doesn't affect this number). Your unarmed strike deals 1d6 bludgeoning damage instead of the normal one. + +* Innate Knowledge + +You are proficient with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, Survival. + + + +# 4. - Dark Elf [UB] + +Dark elves are descendants of elves that have been changed over time by living in the inhospitable Badlands. Dark elves are largely nocturnal and have become adapted to living in ancient Badlands ruins, especially buried underground ruins. They tend to have dark skin and pale hair. + + +### Level 1 + +* Ability Score Increase + +Charisma +1 + +* Dark Elf Weapon Training + +You have proficiency with rapiers, short swords, and hand crossbows. + +* Languages + +Common, Elvish, and one language of your choice + +* Light Sensitivity + +You have Disadvantage on Wisdom (Perception) checks in bright light and suffers a -1d4 penalty on attack rolls. + +* Move + +6◎ + +* Dark Elf Magic + +You know the Dancing Lights cantrip. At 3rd level you learn Faerie Fire and at 5th level, Darkness. Both can be used once per long rest. + + + +# 5. - Dark Kobold [UB] + +Dark Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn. + + +### Level 1 + +* Ability Score Increase + +Dexterity + 2 + +* Grovel, Cower, and Beg + +As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 ft of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest. + +* Light Sensitivity + +You have Disadvantage on Wisdom (Perception) checks in bright light and suffers a -1d4 penalty on attack rolls. + +* Pack Tactics + +A creature with Pack Tactics has advantage on an attack roll against a creature if at least one ally is within 1 cell of the creature and the ally isn't incapacitated. + + + +# 6. - Devil's Tongue [UB] + +Tieflings with a lineage connected to Malcanthet or other Succubi inherit a fragment of their magical ability to charm and manipulate others. + + +### Level 1 + +* Devil's Tongue Attribute Increase + +Intelligence +1 + +* Devil's Tongue Magic + +You know the Vicious Mockery cantrip. At 3rd level you learn Charm Person and at 5th level, Calm Emotions. Both can be used once per long rest. + + + +# 7. - Draconic Kobold [UB] + +Draconic Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn. + + +### Level 1 + +* Ability Score Increase + +Use three boosts on ability scores in any combination of your choosing. + +* Draconic Cry + +As a bonus action, you let out a cry at your enemies within 10 ft of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + +* Kobold Magic + +You know one cantrip of your choice from the Sorcerer spell list. Charisma is your spellcasting ability for it. + + + +# 8. - Dragonborn [SOL] + +The Dragonborn came into being as the fruit of the dalliances of polymorphed dragons with humanoid lineages. Well accepted in the Manacalon Empire, they became secretive and reclusive after the Cataclysm, self-reliant but keeping to themselves. + + +### Level 1 + +* Ability Score Increase + +Strength +2, Charisma +1 + +* Damage Resistance + +You have resistance to the damage type associated with your draconic ancestry. + +* Draconic Ancestry + +Select the type of (and associated damage type) of your draconic ancestry. + +* Move + +6◎ + +* Breath Weapon + +You can use your action to exhale destructive energy based on your draconic ancestry. + + + +# 9. - Feral [UB] + +These tieflings display features and abilities which make them much more characteristically demonic such as a forked tail and large bat-like wings. Because of this, many feral tieflings are forced to hide to avoid scrutiny or being hunted while others embrace this fiendish nature. + + +### Level 1 + +* Demonic Wings + +As an action, you can give yourself a flying speed equal to your walking speed. You can't use this if you're wearing medium or heavy armor. + +* Mephistopheles Attribute Increase + +Dexterity +1 + +* Feral's Magic + +You know the Produce Flame cantrip. At 3rd level you learn Burning Hands. It can be used once per long rest. + + + +# 10. - Forest Imp [UB] + +Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature. + + +### Level 1 + +* Ability Score Increase + +Dexterity +2, Constitution +1 + +* Fey Ancestry + +Saving throw advantage against Charm + Immunity to magical sleep + +* Impish Wrath + +When you damage an enemy, you can choose to deal additional damage equal to your proficiency bonus. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. + +* Innate Cunning + +You use your bonus action to Disengage or Hide. + + + +# 11. - Gray Dwarf [UB] + +The Gray Dwarves are dwarves who have been changed after only a few generations of exposure to the mysterious magics of the Badlands. They are largely nocturnal and dwell mostly in buried ruins. Their skin color tends toward gray or even coal-black. Unlike most dwarves, they do not grow beards. + + +### Level 1 + +* Ability Score Increase + +Strength +1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Gray Dwarf Ancestry + +Saving throw advantage against Charm, Paralyze and Illusions + +* Languages + +Common, Dwarvish + +* Light Sensitivity + +You have Disadvantage on Wisdom (Perception) checks in bright light and suffers a -1d4 penalty on attack rolls. + + +### Level 3 + +* Stone Strength + +As a bonus action, you take on the Strength of stone for 1 minute. You have advantage on Strength checks and Strength saving throws. You also deal an extra 1d4 damage with Strength based melee weapons. Once you use this ability, you can't use it again until you finish a short or long rest. + + +### Level 5 + +* Invisibility + +You can magically turn invisible for up to 1 minute. This invisibility breaks if you take any offensive action. Once you use this ability, you can't use it again until you finish a short or long rest. + + + +# 12. - Half-Dark Elf [UB] + +Half-Dark elves are descendants of elves that have been changed over time by living in the inhospitable Badlands. Their human heritage made them adaptable to bright light. + + +### Level 1 + +* Move + +6◎ + +* Dark Elf Magic + +You know the Dancing Lights cantrip. At 3rd level you learn Faerie Fire and at 5th level, Darkness. Both can be used once per long rest. + + + +# 13. - Half-Elf [SOL] + +Offspring of the human refugees from Tirmar and the Solastan elves, half-elves have the strength of their parents. Versatile, charismatic, and gifted with Darkvision and fey ancestry, they are always torn between two cultures. + + +### Level 1 + +* Ability Score Increase + +Charisma +2, increase 2 other scores by 1 point each. + +* Bonus Skills + +Choose any 2 skills. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Fey Ancestry + +Saving throw advantage against Charm + Immunity to magical sleep + +* Languages + +Common, Elvish, and one language of your choice + +* Move + +6◎ + + + +# 14. - Half-Elf [UB] + +Offspring of the human refugees from Tirmar and the Solastan elves, half-elves have the strength of their parents. Versatile, charismatic, and gifted with Darkvision and fey ancestry, they are always torn between two cultures. + + +### Level 1 + +* Ability Score Increase + +Charisma +2, increase 2 other scores by 1 point each. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Fey Ancestry + +Saving throw advantage against Charm + Immunity to magical sleep + +* Languages + +Common, Elvish, and one language of your choice + + + +# 15. - Half-High Elf [UB] + +Half-High elves are trained to use magic very early. + + +### Level 1 + +* Move + +6◎ + +* High Elf Cantrip + +Choose one Wizard cantrip, using Intelligence as the spellcasting ability. + + + +# 16. - Half-Orc [SOL] + +Offspring of humans and orcs, half-orcs often have a history of violence rather than romance. Rejected by both their parent's families, they tend to rely on strength to get on in life. + + +### Level 1 + +* Ability Score Increase + +Strength +2, Constitution +1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Menacing + +You gain proficiency in the Intimidation skill + +* Move + +6◎ + +* Relentless Endurance + +When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. You can't benefit from this feature again until you finish a long rest. + +* Savage Attacks + +When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add the result to the extra damage of the critical hit + + + +# 17. - Half-Sylvan Elf [UB] + +Half-Sylvan elves are trained to survive in the wilds and are particularly apt to survival. As their sylvan elf heritage, they are trained to fight with swords and bows since childhood. + + +### Level 1 + +* Move + +7◎ + + + +# 18. - High Elf [SOL] + +High elves are the descendants of the people who ruled Solasta for centuries. They are trained to use magic very early, and have a gift for languages. They receive the traditional martial training of their people with swords and bows. + + +### Level 1 + +* Ability Score Increase + +Intelligence + 1 + +* Elf Weapon Training + +Proficient with Longsword,Shortsword,Shortbow,Longbow. + +* Languages + +Common, Elvish, and one language of your choice + +* Move + +6◎ + +* High Elf Cantrip + +Choose one Wizard cantrip, using Intelligence as the spellcasting ability. + + + +# 19. - High Wyrmkin [UB] + +High Wyrmkins descended from a race of wyrms that have psionic abilities. Instead of dragon's breath, they can use their psionic powers to deal damage. + + +### Level 1 + +* Attribute Increase + +Strength +1 + +* Attribute Increase + +Intelligence +2 + +* Psionic Wave + +You can use your action to unleash a psionic wave in a 15-foot cone. All creatures in the area must make an Intelligence saving throw (DC 8 + + you proficiency bonus + your Intelligence modifier). A creature takes 2d6 Psychic damage on a failed save, and half as much damage on a successful one. The damage increases by 1d6 when you reach 6th, 11th and 16th levels. After you use this trait, you can't use it again until you finish a short or long rest. + +* Reactive Retribution + +When a creature hits you with an attack, you can use your reaction to attack the creature using the weapon you are wielding if within range. Once you use this trait, you cannot use until a short or long rest. + + + +# 20. - Hill Dwarf [SOL] + +Hill dwarves are naturally skilled miners and craftsmen, gifted with keen senses, deep intuition, and remarkable resilience. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions. + + +### Level 1 + +* Ability Score Increase + +Wisdom + 1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Dwarven Toughness + ++1 Hit Point per level + +* Languages + +Common, Dwarvish + + + +# 21. - Human [SOL] + +Originally born on Tirmar and brought to Solasta before the Cataclysm, humans have adapted to their new world thanks to their unique talents. Able to live anywhere and take any job, they are versatile above all else. + + +### Level 1 + +* Ability Score Increase + ++1 to all ability scores + +* Languages + +Common and one language of your choice. + +* Move + +6◎ + + + +# 22. - Infernal Imp [UB] + +Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature. + + +### Level 1 + +* Ability Score Increase + +Dexterity +2, Charisma +1 + +* Fiendish Resistance + +You have resistance to Fire and Poison damage. + +* Fiendish Trickster + +You know the Vicious Mockery cantrip. When you reach level 3, you can cast Invisibility once every long rest. Charisma is your spellcasting ability for these spells. + + + +# 23. - Ironborn Dwarf [UB] + +Strong and hardy, the Ironborn Dwarves live among, but often apart from, their cousins the Snow Dwarves. Clannish and aloof, they nevertheless can be counted on to stand shoulder to brawny shoulder with any in the Snow Alliance. + + +### Level 1 + +* Ability Score Increase + +Strength +2 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Ironborn Armor Training + +You have proficiency with light and medium armor. + +* Languages + +Common, Dwarvish + + + +# 24. - Island Halfling [SOL] + +Island halflings are the children of adventurous halflings who left the Northern Marshes to venture south and settle in the sunny islands. Discreet and brave, they are inclined to be affable and get along well with others. + + +### Level 1 + +* Ability Score Increase + +Charisma + 1 + +* Languages + +Common, Halfling, and one language of your choice + +* Rope Dancing + +Advantage on Dexterity checks (Acrobatics) + + + +# 25. - Marsh Halfling [SOL] + +Marsh halflings have lived in the tradition of their ancestors, who used to move, fight, and even sleep in swamp terrain. They are particularly sturdy compared to their island cousins, while being generally less likable and certainly no less courageous. + + +### Level 1 + +* Ability Score Increase + +Constitution + 1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common, Halfling + +* Swamp + +Areas with marshes and ponds and a humid atmosphere are considered swamp terrain. + + + +# 26. - Mephistopheles [UB] + +Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic. + + +### Level 1 + +* Mephistopheles Attribute Increase + +Dexterity +1 + +* Mephistopheles Magic + +You know the Fire Bolt cantrip. At 3rd level you learn Burning Hands and at 5th level, Flame Blade. Both can be used once per long rest. + + + +# 27. - Obsidian Dwarf [UB] + +In ages past, a group of dwarves was enslaved by fire giants as miners and craftsmen. The chaotic magic of the cataclysm imbued many of these dwarves some of the strength and resistance of their oppressors. The dwarves rebelled, won their freedom, and retreated to the Badlands. Calling themselves the Obsidian Dwarves, they have grown and prospered. + + +### Level 1 + +* Badlands Brawn + +Strength +1 + +* Cradled by Fire + +You have resistance to fire damage. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common, Dwarvish, and Giant + + + +# 28. - Rock Gnome [SOL] + +Living inside mountains made of rock, gnomes are hardy and inventive. They + can live under the sky, but underground is home. + + +### Level 1 + +* Ability Score Increase + +Constitution + 1 + +* Artificer's Lore + +Whenever you make an Intelligence (History) check, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. + +* Tinker + +You have proficiency with artisan's tools (smith's tools). Using these tools, you spend a quarter of the normal time to craft a basic item, and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses. + + + +# 29. - Shadar-Kai [UB] + +Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. + + +### Level 1 + +* Ability Score Increase + +Increase one ability score + +* Blessing of the Raven Queen + +As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. + +* Elf Weapon Training + +Proficient with Longsword,Shortsword,Shortbow,Longbow. + +* Languages + +Common, Elvish, and one language of your choice + +* Move + +6◎ + +* Necrotic Resistance + +You have resistance to necrotic damage. + + + +# 30. - Shadow Gnome [SOL] + +While rock gnomes chose to settle underground, shadow gnomes used a natural ability to hide in plain sight. As such, they weathered the Cataclysm in improbable places. Seemingly shy and aloof, their talent for stealth makes them feared practical jokers. + + +### Level 1 + +* Ability Score Increase + +Dexterity + 1 + +* Stealthy + +You have stealth proficiency. + +* Illusion Trickster + +You know the Annoying Bee cantrip. Intelligence is your spellcasting ability for it. + + + +# 31. - Snow Dwarf [SOL] + +Snow dwarves are sturdy and adventurous, adapted to harsh terrain and low temperatures. Blocky, agile, and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions. + + +### Level 1 + +* Ability Score Increase + +Dexterity + 1 + +* Blizzard Resistance + +Immunity to the "Frozen" condition type + +* Crossbow Expertise + +Proficient with Heavy Crossbow. + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Languages + +Common, Dwarvish + +* Resistant to cold weather + +Immune to the effects of moderately cold weather. + +* Snow Dwarf Endurance + ++2 to Constitution saving throws. + + + +# 32. - Sylvan Elf [SOL] + +Born and raised in the eastern forests of Solasta, sylvan elves are trained to survive in the wilds and are particularly apt to survival. As their high elf cousins, they are trained to fight with swords and bows since childhood. + + +### Level 1 + +* Ability Score Increase + +Wisdom + 1 + +* Elf Weapon Training + +Proficient with Longsword,Shortsword,Shortbow,Longbow. + +* Languages + +Common, Elvish, Dwarvish, and Halfling + +* Move + +7◎ + +* Sylvan Adaptability + +Proficient with Survival and Athletics. + Advantage on Survival when hunting + + + +# 33. - Tiefling [SOL] + +One of their ancestors sold his soul to a fiend from the Outer Planes and now all his offspring carry the taint of fiendish blood. Their bodies reflect this inheritance, which leads many to distrust them at first sight. Because of these prejudices, most tieflings live reclusive lives in tightly knit communities. + + +### Level 1 + +* Ability Score Increase + +Charisma + 2 + +* Ability Score Increase + +Intelligence + 1 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Hellish Resistance + +You have resistance to fire damage. + +* Move + +6◎ + +* Infernal Legacy + +You know the Produce Flame cantrip. When you reach level 3, you can cast the Hellish Rebuke spell as a level 2 spell once with this trait, and regain the ability to do so again when you finish a long rest. When you reach level 5, you can cast the Darkness spell once with this trait, and regain the ability to do so again when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + +# 34. - Tiefling [UB] + +One of their ancestors sold his soul to a fiend from the Outer Planes and now all his offspring carry the taint of fiendish blood. Their bodies reflect this inheritance, which leads many to distrust them at first sight. Because of these prejudices, most tieflings live reclusive lives in tightly knit communities. + + +### Level 1 + +* Ability Score Increase + +Charisma + 2 + +* Darkvision + +See normally in dim light, and in natural darkness as if in dim light. + +* Hellish Resistance + +You have resistance to fire damage. + +* Move + +6◎ + + + +# 35. - Zariel [UB] + +Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle. + + +### Level 1 + +* Zariel Attribute Increase + +Strength +1 + +* Zariel Magic + +You know the Sunlit Blade cantrip. At 3rd level you learn Searing Smite and at 5th level, Branding Smite. Both can be used once per long rest. + + + + diff --git a/Diagnostics/Documentation/Versatilities.md b/Diagnostics/Documentation/Versatilities.md new file mode 100644 index 0000000000..37fb10effa --- /dev/null +++ b/Diagnostics/Documentation/Versatilities.md @@ -0,0 +1,36 @@ +# 1. - Battlefield Conversion [Int] [UB] + +Cost: Minimum of twice your pact magic slot level and pool size points, half refunded on failure. +If you have expended any pact magic slots, you can use a bonus action to make an Intelligence (Arcana) check with a DC of 8 + proficiency bonus + 2 * pact magic slot level. If you succeed, you regain one pact magic slot. + +# 2. - Battlefield Shorthand [Int] [UB] + +Cost: None. +After an ally or an enemy within your sight and 60 feet casts a spell that can be identified, and you have high enough Warlock spellcasting level to cast it, you make an Intelligence (Arcana) check with a DC of 14 + 2 * spell's level. You can reduce the DC by 1 for each Eldritch Point you have, but not lower than 8 + the spell's level. If you succeed, you add the spell to your Warlock spellbook. When you cast it, or after a long rest, the added spell gets removed. + +# 3. - Blast Breakthrough [Str] [UB] + +Cost: 1 point per beam. +Depending on your Strength modifier, you Eldritch Blast gain the following benefits: +At least 1: Add your Strength modifier to Attack roll. +At least 2: Ignore disadvantage when you are within 5 feet of a hostile creature. +At least 3: Ignore all damage resistances of the targets. +At least 4: Ignore all damage immunities of the targets. +At least 5: Ignore all spell immunities of the targets. + +# 4. - Blast Empower [Str] [UB] + +Cost: 1 point per beam. +You add your Strength modifier to yours Eldritch Blast's damage. + +# 5. - Eldritch Aegis [Wis] [UB] + +Cost: 1 point per AC bonus. +Within 30 feet, including you, a friendly creature within your sight that is about to be hit by an attack can benefit from your reaction. You grant it an AC bonus until its next turn start, so that it just missed by any attacks received during the period. The maximum bonus you can grant is equal to your Wisdom modifier. + +# 6. - Eldritch Ward [Wis] [UB] + +Cost: 1 point per saving throw bonus. +Within 30 feet, including you, a friendly creature within your sight that are about to fail a saving throw can benefit from your reaction. You grant it a saving throw bonus until its next turn start, so that it just succeed any saving throws during the period. The maximum bonus you can grant is equal to your Wisdom modifier. + + diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionDisableGrapple.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionDisableGrapple.json index cde8f01da9..0eb1d56fd0 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionDisableGrapple.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionDisableGrapple.json @@ -1,6 +1,6 @@ { "$type": "ActionDefinition, Assembly-CSharp", - "id": 9072, + "id": 9073, "actionType": "NoCost", "actionScope": "All", "pairedActionId": "NoAction", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionGrappleBonus.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionGrappleBonus.json new file mode 100644 index 0000000000..26c6ad475a --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/ActionGrappleBonus.json @@ -0,0 +1,61 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9072, + "actionType": "Bonus", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "UsePower", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "ActivatePower", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": true, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerGrapple:b821a1e4-f0ec-55e4-8424-907b7dfb1a86", + "displayPowerTooltip": true, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": null, + "soundEvent": null, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&ActionGrappleTitle", + "description": "Action/&ActionGrappleDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "f7a20282a4fded54ea666c159ba6dacf", + "m_SubObjectName": "UnarmedStrike", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "b278218f-d923-537b-ab83-89f96390a545", + "contentPack": 9999, + "name": "ActionGrappleBonus" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt index 7628f613bc..0fe7fbd45c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt +++ b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt @@ -5,6 +5,7 @@ ActionFarStep ActionDefinition ActionDefinition b50f2135-b4b7-523a-b72a-b21351b2 ActionFlightResume ActionDefinition ActionDefinition 2740e501-3e31-5420-b895-859779c281b1 ActionFlightSuspend ActionDefinition ActionDefinition 96a9408b-be09-5105-a287-1ca3f08ea5b0 ActionGrapple ActionDefinition ActionDefinition 7c1ecbe9-d985-5ad4-9e1c-74bbbe0a7fcf +ActionGrappleBonus ActionDefinition ActionDefinition b278218f-d923-537b-ab83-89f96390a545 ActionHailOfArrows ActionDefinition ActionDefinition de4bc76a-66c1-5f42-94a3-9de47c1aeea6 ActionInnovationArtilleristFlamethrower ActionDefinition ActionDefinition a4981895-1d5e-5300-9a39-65e88f83770b ActionInnovationArtilleristFlamethrowerTiny ActionDefinition ActionDefinition 568193d4-db91-545e-a7d7-1227889cb193 @@ -1317,6 +1318,7 @@ FeatBlessedSoulPaladin FeatDefinitionWithPrerequisites FeatDefinition d4b3f885-f FeatBlindFighting FeatDefinitionWithPrerequisites FeatDefinition 60cfd070-15fc-5c30-80c3-5fb297adb4e5 FeatBountifulLuck FeatDefinitionWithPrerequisites FeatDefinition 928c788c-03ed-5ae8-af5f-a71e2e1f98bf FeatBowMastery FeatDefinition FeatDefinition d9a6bb7e-7a45-5508-828e-eb326ab10ae8 +FeatBrawler FeatDefinition FeatDefinition 7620b360-906f-504d-b24e-0db6a2895373 FeatCallForCharge FeatDefinitionWithPrerequisites FeatDefinition e16f8788-8cf1-56ac-8bcf-28d62b4809a3 FeatCelestialTouchedCha FeatDefinition FeatDefinition 99d6118c-ca29-5435-b4d1-2e01b417d192 FeatCelestialTouchedInt FeatDefinition FeatDefinition 50998bf7-0929-5c15-98e0-3bcfc4a1061e @@ -1388,7 +1390,8 @@ FeatFlameTouchedInt FeatDefinition FeatDefinition 150db01e-66d6-5d12-88bd-b16150 FeatFlameTouchedWis FeatDefinition FeatDefinition 7c1afda8-9afa-5237-a0e0-b1b0dccfca78 FeatFrostAdaptation FeatDefinition FeatDefinition d2739d75-961f-597c-a279-7f5e672e50e7 FeatGiftOfTheChromaticDragon FeatDefinition FeatDefinition 18cae195-bdf3-5d8c-bb90-f85cbf91415c -FeatGrappler FeatDefinition FeatDefinition 2fa5d9ee-088f-520e-97e1-c5bb75856eec +FeatGrapplerDex FeatDefinition FeatDefinition a6556423-cbd8-522e-b0d1-4fcab9085b33 +FeatGrapplerStr FeatDefinition FeatDefinition bc0ae695-782e-5a25-aaa0-56fd7c900e24 FeatGreatWeapon FeatDefinitionWithPrerequisites FeatDefinition 96cb0fa7-ea6c-51a7-9eb6-84fc602d9501 FeatGreatWeaponDefense FeatDefinitionWithPrerequisites FeatDefinition 79d82161-1f6e-5796-be34-1dda9e6498e8 FeatGroupAegisTouched FeatDefinition FeatDefinition d44096ee-4801-5161-9b3c-e5916304bbda @@ -1421,6 +1424,7 @@ FeatGroupFightingStyle FeatDefinition FeatDefinition a9395b1c-83fc-5649-9eb2-508 FeatGroupFlamesOfPhlegethos FeatDefinitionWithPrerequisites FeatDefinition 6d0664d1-aaa0-5b8c-a8ed-ca5206e0b2ba FeatGroupFlameTouched FeatDefinition FeatDefinition d56829e9-dad7-5512-a8e3-7a221bcc5774 FeatGroupGeneralAdept FeatDefinition FeatDefinition 9677216f-edab-5910-a6bb-0296ce05203b +FeatGroupGrappler FeatDefinition FeatDefinition 8d65c70d-4be7-5738-ba93-bff5ea389533 FeatGroupGrudgeBearer FeatDefinitionWithPrerequisites FeatDefinition 615fd524-ff2d-59b2-a23f-9fbb3990cb96 FeatGroupHalfAttributes FeatDefinition FeatDefinition 1f0775a5-2716-5e54-b59e-6c5bae3c0ae6 FeatGroupHalfCharisma FeatDefinition FeatDefinition 9bdeb488-e5f4-5530-90cf-f4877940651d @@ -1627,6 +1631,7 @@ ActionAffinityCunningStrikeToggle FeatureDefinitionActionAffinity FeatureDefinit ActionAffinityDestructiveWrathToggle FeatureDefinitionActionAffinity FeatureDefinition 88ff8b4f-0b9c-5bd5-9e0d-63294b3f2563 ActionAffinityDragonHideToggle FeatureDefinitionActionAffinity FeatureDefinition 6dd47cc8-a766-5bb4-b37b-e2e90d7b14c0 ActionAffinityDyingLightToggle FeatureDefinitionActionAffinity FeatureDefinition 503a74fe-d34e-5fcf-84a8-d8a323810192 +ActionAffinityFeatBrawlerGrappleBonus FeatureDefinitionActionAffinity FeatureDefinition 8e727fcd-2e11-5f21-878a-4d0dac2ff39c ActionAffinityFeatCrusherToggle FeatureDefinitionActionAffinity FeatureDefinition d3ad399d-6f58-5787-b967-64355be1a0ff ActionAffinityFeatPoisoner FeatureDefinitionActionAffinity FeatureDefinition 84210b8c-a6cd-53b7-acde-c0424a98a02d ActionAffinityFeatShieldTechniques FeatureDefinitionActionAffinity FeatureDefinition 3a3834af-2587-5622-9706-56ad45bde61e @@ -2897,12 +2902,12 @@ MovementAffinityWizardGraviturgistDensityDecrease FeatureDefinitionMovementAffin MovementAffinityWizardGraviturgistDensityIncrease FeatureDefinitionMovementAffinity FeatureDefinition d0d79e06-f8b4-5aff-b8ee-98a50ddde9d9 MovementAffinityWizardGraviturgistEventHorizon FeatureDefinitionMovementAffinity FeatureDefinition 90474524-85de-5766-8484-b84f2eb283eb MovementAffinityWizardGraviturgistEventHorizonSaved FeatureDefinitionMovementAffinity FeatureDefinition fed3e079-b87f-5407-b4cf-a9a6428a8e7f +MoveModeFly0 FeatureDefinitionMoveMode FeatureDefinition b019af54-9539-548c-aad7-1b52e096bd83 MoveModeFly14 FeatureDefinitionMoveMode FeatureDefinition e36200ce-233b-500c-82e2-4dfbce7a6b58 -MoveModeInnovationArtilleristEldritchCannon FeatureDefinitionMoveMode FeatureDefinition da3e8563-da2d-5bd6-a6e2-460730de5eb0 MoveModeMove14 FeatureDefinitionMoveMode FeatureDefinition 9f0985b9-dcfb-5656-b53e-4c0b7c3e1676 MoveModeMove16 FeatureDefinitionMoveMode FeatureDefinition e8634155-27e4-55ee-b324-b556ffb5fc34 MoveModeMove18 FeatureDefinitionMoveMode FeatureDefinition 911e748e-a21b-552c-b9e8-96652a62cc97 -MoveModeTelekinesis FeatureDefinitionMoveMode FeatureDefinition f32a5326-5471-53f8-80fa-86098b13d002 +MoveModeWalk3 FeatureDefinitionMoveMode FeatureDefinition 06707649-6e35-5412-8940-ce97a7b6829c MoveThroughEnemyModifierKineticJaunt FeatureDefinitionMoveThroughEnemyModifier FeatureDefinition d9780b4f-8fc3-58b5-bb80-d00bb576bfef OnAfterActionWildShape FeatureDefinitionActionAffinity FeatureDefinition 2bfebc0c-2088-57d0-83f5-c756e102a4c3 OnAttackHitEffectFeatSentinel FeatureDefinition FeatureDefinition 1a2abf93-483e-5e6e-8408-bc553864469f @@ -4282,6 +4287,7 @@ ActionAffinityCunningStrikeToggle FeatureDefinitionActionAffinity FeatureDefinit ActionAffinityDestructiveWrathToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 88ff8b4f-0b9c-5bd5-9e0d-63294b3f2563 ActionAffinityDragonHideToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 6dd47cc8-a766-5bb4-b37b-e2e90d7b14c0 ActionAffinityDyingLightToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 503a74fe-d34e-5fcf-84a8-d8a323810192 +ActionAffinityFeatBrawlerGrappleBonus FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 8e727fcd-2e11-5f21-878a-4d0dac2ff39c ActionAffinityFeatCrusherToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity d3ad399d-6f58-5787-b967-64355be1a0ff ActionAffinityFeatPoisoner FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 84210b8c-a6cd-53b7-acde-c0424a98a02d ActionAffinityFeatShieldTechniques FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 3a3834af-2587-5622-9706-56ad45bde61e @@ -5711,12 +5717,12 @@ MovementAffinityWizardGraviturgistDensityDecrease FeatureDefinitionMovementAffin MovementAffinityWizardGraviturgistDensityIncrease FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity d0d79e06-f8b4-5aff-b8ee-98a50ddde9d9 MovementAffinityWizardGraviturgistEventHorizon FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 90474524-85de-5766-8484-b84f2eb283eb MovementAffinityWizardGraviturgistEventHorizonSaved FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity fed3e079-b87f-5407-b4cf-a9a6428a8e7f +MoveModeFly0 FeatureDefinitionMoveMode FeatureDefinitionMoveMode b019af54-9539-548c-aad7-1b52e096bd83 MoveModeFly14 FeatureDefinitionMoveMode FeatureDefinitionMoveMode e36200ce-233b-500c-82e2-4dfbce7a6b58 -MoveModeInnovationArtilleristEldritchCannon FeatureDefinitionMoveMode FeatureDefinitionMoveMode da3e8563-da2d-5bd6-a6e2-460730de5eb0 MoveModeMove14 FeatureDefinitionMoveMode FeatureDefinitionMoveMode 9f0985b9-dcfb-5656-b53e-4c0b7c3e1676 MoveModeMove16 FeatureDefinitionMoveMode FeatureDefinitionMoveMode e8634155-27e4-55ee-b324-b556ffb5fc34 MoveModeMove18 FeatureDefinitionMoveMode FeatureDefinitionMoveMode 911e748e-a21b-552c-b9e8-96652a62cc97 -MoveModeTelekinesis FeatureDefinitionMoveMode FeatureDefinitionMoveMode f32a5326-5471-53f8-80fa-86098b13d002 +MoveModeWalk3 FeatureDefinitionMoveMode FeatureDefinitionMoveMode 06707649-6e35-5412-8940-ce97a7b6829c MoveThroughEnemyModifierKineticJaunt FeatureDefinitionMoveThroughEnemyModifier FeatureDefinitionMoveThroughEnemyModifier d9780b4f-8fc3-58b5-bb80-d00bb576bfef PerceptionAffinityHelmOfAwareness FeatureDefinitionPerceptionAffinity FeatureDefinitionPerceptionAffinity 514681b3-8d6d-54ef-97a8-562de1ff46a6 PerceptionAffinityMartialGuardianVigilance FeatureDefinitionPerceptionAffinity FeatureDefinitionPerceptionAffinity b0c29b41-a91c-5a72-acb5-8c0f38bb3b58 diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy.json index bad14b9086..08f064c5f2 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy.json @@ -68,11 +68,141 @@ }, "particlesBasedOnAncestryDamageType": false, "ancestryType": "Sorcerer", - "acidParticleParameters": null, - "coldParticleParameters": null, - "fireParticleParameters": null, - "lightningParticleParameters": null, - "poisonParticleParameters": null, + "acidParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + } + }, + "coldParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + } + }, + "fireParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + } + }, + "lightningParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + } + }, + "poisonParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + } + }, "overrideCharacterShaderColors": false, "firstCharacterShaderColor": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy14.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy14.json index 6b9a90e4ab..b0e09413fa 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy14.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionCircleOfTheLifeVerdancy14.json @@ -63,16 +63,146 @@ "characterShaderReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null + "m_SubObjectName": "", + "m_SubObjectType": "" }, "particlesBasedOnAncestryDamageType": false, "ancestryType": "Sorcerer", - "acidParticleParameters": null, - "coldParticleParameters": null, - "fireParticleParameters": null, - "lightningParticleParameters": null, - "poisonParticleParameters": null, + "acidParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + } + }, + "coldParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + } + }, + "fireParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + } + }, + "lightningParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + } + }, + "poisonParticleParameters": { + "$type": "ConditionParticleParameters, Assembly-CSharp", + "startParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "particleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "endParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + } + }, "overrideCharacterShaderColors": false, "firstCharacterShaderColor": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json index 4bdf3004d1..74c796902e 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json @@ -38,6 +38,10 @@ "Definition:ConditionBanishedTimeshift:fa046e868c8816244bf8dcb28dbe7c72", "Definition:ConditionConfusedIncapacitated:5080467181c250c4c9c2b899f661fac4", "Definition:ConditionEyebiteAsleep:66d1a96e08e0a3a42b9b12658a3ba095", + "Definition:ConditionFlying:ec82fae48f9a55a41a49fd96d93b49b5", + "Definition:ConditionFlying12:33fb0e0fb4c74604e8fe76b8d3370510", + "Definition:ConditionFlyingAdaptive:cdef2a25e10345349a181ccf2b03cd97", + "Definition:ConditionFlyingBootsWinged:83fc6ceb7037bcb41b2fc67df5595685", "Definition:ConditionIncapacitated:24d96cfe3b77b9a4b951bfb0e02fc018", "Definition:ConditionIncapacitatedByHideousLaughter:cb230ea2d4d1a274f8f3f3e9e3c0a25a", "Definition:ConditionIncapacitatedByHilarity:8e613c59eefda07448859fe05d1ea9d0", @@ -69,8 +73,34 @@ "Definition:ConditionUnconscious:2d543b2740ecddd4a977d8a706a8a2c9", "Definition:ConditionBanishedByBanishment:2e051532-eaa9-5f4c-8af2-2c47b3a8f501", "Definition:ConditionBanishingSmiteEnemy:ba2fe0a0-1836-5755-af0e-876571bae0d2", + "Definition:ConditionFairyWings:27de7be0-5507-5bae-9f8a-27ac2947c208", + "Definition:ConditionMalakhAngelicFlight:94211922-11c5-58ee-b5c5-42a3382f1b4a", + "Definition:ConditionTieflingFeralWings:061f2f99-72c6-5208-aecb-d4661c750c49", + "Definition:ConditionCircleOfTheCosmosDragon10:1ebb0967-385a-5a5b-9034-d497f16b7e83", + "Definition:ConditionCircleOfTheCosmosDragon14:fdb072e6-9822-5798-875e-99e91e72e2b1", + "Definition:ConditionCollegeOfLifeFly:2b3fe597-4816-591d-bff0-c42ccc3cb1c3", + "Definition:ConditionMartialForceKnightPsionicPropulsion2:64f5aae2-4c8f-50d8-af9c-13014aedbe2a", + "Definition:ConditionMartialForceKnightPsionicPropulsion4:bc5a5b0e-10c1-5785-8033-a9e709d0b0fa", + "Definition:ConditionMartialForceKnightPsionicPropulsion6:64db6b23-1b3c-5fab-8f1f-c79bce424c47", + "Definition:ConditionMartialForceKnightPsionicPropulsion8:0419be93-3998-576b-8125-0f52f43b6e5e", + "Definition:ConditionMartialForceKnightPsionicPropulsion10:32fbb7c8-c36a-5146-92d9-c4c0b1399509", + "Definition:ConditionMartialForceKnightPsionicPropulsion12:48f70734-abb2-594c-b654-6b20d5b67e73", + "Definition:ConditionMartialForceKnightPsionicPropulsion14:d48e16ff-9ec1-54fc-8c19-c37abb9cc6f7", + "Definition:ConditionMartialForceKnightPsionicPropulsion16:86a0c80d-cfdd-57c3-bdb1-3ac2967b5d43", + "Definition:ConditionMartialForceKnightPsionicPropulsion18:880f6e36-1671-568b-908f-6fc5d7750f73", + "Definition:ConditionPathOfTheElementsElementalConduitStorm:6bfb1ce1-d289-5d7b-acc5-ddac3132b9ce", + "Definition:ConditionPathOfTheSpiritsHonedAnimalAspectsEagle:359acbb0-1ad4-53be-956f-8c412355e233", + "Definition:ConditionMoonlitScionFullMoonLunarEmbrace:435022b0-5c6e-5176-81c7-4fb13ec0f8ae", + "Definition:ConditionMoonlitScionNewMoonLunarEmbrace:963f9fcc-f686-50ab-895d-32906e40596f", + "Definition:ConditionRangerSkyWarriorCloudDance:cffb0a76-36fc-57fa-b711-178e04add971", + "Definition:ConditionDragonWings:d8583f8f-2243-5114-8b42-c2bc1e855b6a", "Definition:ConditionRogueDeviousStrikeKnockOut:8276a494-262e-545d-953e-203075253407", - "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460" + "Definition:ConditionAbilityPseudo:1ce9f3de-0c8a-5bff-a458-af3d23dd4bab", + "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460", + "Definition:ConditionMysticalCloakLowerPlane:7ee4665f-89e5-58ea-9cf6-9f30501fd25e", + "Definition:ConditionMysticalCloakHigherPlane:c78e05c0-8fe7-54aa-9f37-da1b221c3fd1", + "Definition:ConditionDraconicTransformation:197dd005-8ebf-51c9-a706-fbc7d16798c8", + "Definition:ConditionReverseGravity:185248e1-0e90-560e-978c-86218a4747d9" ], "additionalDamageWhenHit": false, "additionalDamageTypeDetermination": "Specific", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json index 5afce1769f..6093aac3bb 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json @@ -4,7 +4,6 @@ "parentCondition": null, "conditionType": "Neutral", "features": [ - "Definition:CombatAffinityGrappleSource:b3a42936-7287-5088-aaa8-9f188c06c75c", "Definition:CombatAffinityGrappleSourceWithGrappler:7bd0115c-74ec-51ad-9ab7-8c9e509fc893", "Definition:MovementAffinityNoClimb:f65dd18ad2835b14e96502705a1b9544", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781" @@ -38,6 +37,10 @@ "Definition:ConditionBanishedTimeshift:fa046e868c8816244bf8dcb28dbe7c72", "Definition:ConditionConfusedIncapacitated:5080467181c250c4c9c2b899f661fac4", "Definition:ConditionEyebiteAsleep:66d1a96e08e0a3a42b9b12658a3ba095", + "Definition:ConditionFlying:ec82fae48f9a55a41a49fd96d93b49b5", + "Definition:ConditionFlying12:33fb0e0fb4c74604e8fe76b8d3370510", + "Definition:ConditionFlyingAdaptive:cdef2a25e10345349a181ccf2b03cd97", + "Definition:ConditionFlyingBootsWinged:83fc6ceb7037bcb41b2fc67df5595685", "Definition:ConditionIncapacitated:24d96cfe3b77b9a4b951bfb0e02fc018", "Definition:ConditionIncapacitatedByHideousLaughter:cb230ea2d4d1a274f8f3f3e9e3c0a25a", "Definition:ConditionIncapacitatedByHilarity:8e613c59eefda07448859fe05d1ea9d0", @@ -69,8 +72,34 @@ "Definition:ConditionUnconscious:2d543b2740ecddd4a977d8a706a8a2c9", "Definition:ConditionBanishedByBanishment:2e051532-eaa9-5f4c-8af2-2c47b3a8f501", "Definition:ConditionBanishingSmiteEnemy:ba2fe0a0-1836-5755-af0e-876571bae0d2", + "Definition:ConditionFairyWings:27de7be0-5507-5bae-9f8a-27ac2947c208", + "Definition:ConditionMalakhAngelicFlight:94211922-11c5-58ee-b5c5-42a3382f1b4a", + "Definition:ConditionTieflingFeralWings:061f2f99-72c6-5208-aecb-d4661c750c49", + "Definition:ConditionCircleOfTheCosmosDragon10:1ebb0967-385a-5a5b-9034-d497f16b7e83", + "Definition:ConditionCircleOfTheCosmosDragon14:fdb072e6-9822-5798-875e-99e91e72e2b1", + "Definition:ConditionCollegeOfLifeFly:2b3fe597-4816-591d-bff0-c42ccc3cb1c3", + "Definition:ConditionMartialForceKnightPsionicPropulsion2:64f5aae2-4c8f-50d8-af9c-13014aedbe2a", + "Definition:ConditionMartialForceKnightPsionicPropulsion4:bc5a5b0e-10c1-5785-8033-a9e709d0b0fa", + "Definition:ConditionMartialForceKnightPsionicPropulsion6:64db6b23-1b3c-5fab-8f1f-c79bce424c47", + "Definition:ConditionMartialForceKnightPsionicPropulsion8:0419be93-3998-576b-8125-0f52f43b6e5e", + "Definition:ConditionMartialForceKnightPsionicPropulsion10:32fbb7c8-c36a-5146-92d9-c4c0b1399509", + "Definition:ConditionMartialForceKnightPsionicPropulsion12:48f70734-abb2-594c-b654-6b20d5b67e73", + "Definition:ConditionMartialForceKnightPsionicPropulsion14:d48e16ff-9ec1-54fc-8c19-c37abb9cc6f7", + "Definition:ConditionMartialForceKnightPsionicPropulsion16:86a0c80d-cfdd-57c3-bdb1-3ac2967b5d43", + "Definition:ConditionMartialForceKnightPsionicPropulsion18:880f6e36-1671-568b-908f-6fc5d7750f73", + "Definition:ConditionPathOfTheElementsElementalConduitStorm:6bfb1ce1-d289-5d7b-acc5-ddac3132b9ce", + "Definition:ConditionPathOfTheSpiritsHonedAnimalAspectsEagle:359acbb0-1ad4-53be-956f-8c412355e233", + "Definition:ConditionMoonlitScionFullMoonLunarEmbrace:435022b0-5c6e-5176-81c7-4fb13ec0f8ae", + "Definition:ConditionMoonlitScionNewMoonLunarEmbrace:963f9fcc-f686-50ab-895d-32906e40596f", + "Definition:ConditionRangerSkyWarriorCloudDance:cffb0a76-36fc-57fa-b711-178e04add971", + "Definition:ConditionDragonWings:d8583f8f-2243-5114-8b42-c2bc1e855b6a", "Definition:ConditionRogueDeviousStrikeKnockOut:8276a494-262e-545d-953e-203075253407", - "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460" + "Definition:ConditionAbilityPseudo:1ce9f3de-0c8a-5bff-a458-af3d23dd4bab", + "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460", + "Definition:ConditionMysticalCloakLowerPlane:7ee4665f-89e5-58ea-9cf6-9f30501fd25e", + "Definition:ConditionMysticalCloakHigherPlane:c78e05c0-8fe7-54aa-9f37-da1b221c3fd1", + "Definition:ConditionDraconicTransformation:197dd005-8ebf-51c9-a706-fbc7d16798c8", + "Definition:ConditionReverseGravity:185248e1-0e90-560e-978c-86218a4747d9" ], "additionalDamageWhenHit": false, "additionalDamageTypeDetermination": "Specific", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json index 0a96fd20b6..4bf6b82cf9 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json @@ -4,7 +4,6 @@ "parentCondition": null, "conditionType": "Neutral", "features": [ - "Definition:CombatAffinityGrappleSource:b3a42936-7287-5088-aaa8-9f188c06c75c", "Definition:CombatAffinityGrappleSourceWithGrappler:7bd0115c-74ec-51ad-9ab7-8c9e509fc893", "Definition:MovementAffinityConditionSlowed:d1cc31d667617454e9751c34328770d4", "Definition:MovementAffinityNoClimb:f65dd18ad2835b14e96502705a1b9544", @@ -39,6 +38,10 @@ "Definition:ConditionBanishedTimeshift:fa046e868c8816244bf8dcb28dbe7c72", "Definition:ConditionConfusedIncapacitated:5080467181c250c4c9c2b899f661fac4", "Definition:ConditionEyebiteAsleep:66d1a96e08e0a3a42b9b12658a3ba095", + "Definition:ConditionFlying:ec82fae48f9a55a41a49fd96d93b49b5", + "Definition:ConditionFlying12:33fb0e0fb4c74604e8fe76b8d3370510", + "Definition:ConditionFlyingAdaptive:cdef2a25e10345349a181ccf2b03cd97", + "Definition:ConditionFlyingBootsWinged:83fc6ceb7037bcb41b2fc67df5595685", "Definition:ConditionIncapacitated:24d96cfe3b77b9a4b951bfb0e02fc018", "Definition:ConditionIncapacitatedByHideousLaughter:cb230ea2d4d1a274f8f3f3e9e3c0a25a", "Definition:ConditionIncapacitatedByHilarity:8e613c59eefda07448859fe05d1ea9d0", @@ -70,8 +73,34 @@ "Definition:ConditionUnconscious:2d543b2740ecddd4a977d8a706a8a2c9", "Definition:ConditionBanishedByBanishment:2e051532-eaa9-5f4c-8af2-2c47b3a8f501", "Definition:ConditionBanishingSmiteEnemy:ba2fe0a0-1836-5755-af0e-876571bae0d2", + "Definition:ConditionFairyWings:27de7be0-5507-5bae-9f8a-27ac2947c208", + "Definition:ConditionMalakhAngelicFlight:94211922-11c5-58ee-b5c5-42a3382f1b4a", + "Definition:ConditionTieflingFeralWings:061f2f99-72c6-5208-aecb-d4661c750c49", + "Definition:ConditionCircleOfTheCosmosDragon10:1ebb0967-385a-5a5b-9034-d497f16b7e83", + "Definition:ConditionCircleOfTheCosmosDragon14:fdb072e6-9822-5798-875e-99e91e72e2b1", + "Definition:ConditionCollegeOfLifeFly:2b3fe597-4816-591d-bff0-c42ccc3cb1c3", + "Definition:ConditionMartialForceKnightPsionicPropulsion2:64f5aae2-4c8f-50d8-af9c-13014aedbe2a", + "Definition:ConditionMartialForceKnightPsionicPropulsion4:bc5a5b0e-10c1-5785-8033-a9e709d0b0fa", + "Definition:ConditionMartialForceKnightPsionicPropulsion6:64db6b23-1b3c-5fab-8f1f-c79bce424c47", + "Definition:ConditionMartialForceKnightPsionicPropulsion8:0419be93-3998-576b-8125-0f52f43b6e5e", + "Definition:ConditionMartialForceKnightPsionicPropulsion10:32fbb7c8-c36a-5146-92d9-c4c0b1399509", + "Definition:ConditionMartialForceKnightPsionicPropulsion12:48f70734-abb2-594c-b654-6b20d5b67e73", + "Definition:ConditionMartialForceKnightPsionicPropulsion14:d48e16ff-9ec1-54fc-8c19-c37abb9cc6f7", + "Definition:ConditionMartialForceKnightPsionicPropulsion16:86a0c80d-cfdd-57c3-bdb1-3ac2967b5d43", + "Definition:ConditionMartialForceKnightPsionicPropulsion18:880f6e36-1671-568b-908f-6fc5d7750f73", + "Definition:ConditionPathOfTheElementsElementalConduitStorm:6bfb1ce1-d289-5d7b-acc5-ddac3132b9ce", + "Definition:ConditionPathOfTheSpiritsHonedAnimalAspectsEagle:359acbb0-1ad4-53be-956f-8c412355e233", + "Definition:ConditionMoonlitScionFullMoonLunarEmbrace:435022b0-5c6e-5176-81c7-4fb13ec0f8ae", + "Definition:ConditionMoonlitScionNewMoonLunarEmbrace:963f9fcc-f686-50ab-895d-32906e40596f", + "Definition:ConditionRangerSkyWarriorCloudDance:cffb0a76-36fc-57fa-b711-178e04add971", + "Definition:ConditionDragonWings:d8583f8f-2243-5114-8b42-c2bc1e855b6a", "Definition:ConditionRogueDeviousStrikeKnockOut:8276a494-262e-545d-953e-203075253407", - "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460" + "Definition:ConditionAbilityPseudo:1ce9f3de-0c8a-5bff-a458-af3d23dd4bab", + "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460", + "Definition:ConditionMysticalCloakLowerPlane:7ee4665f-89e5-58ea-9cf6-9f30501fd25e", + "Definition:ConditionMysticalCloakHigherPlane:c78e05c0-8fe7-54aa-9f37-da1b221c3fd1", + "Definition:ConditionDraconicTransformation:197dd005-8ebf-51c9-a706-fbc7d16798c8", + "Definition:ConditionReverseGravity:185248e1-0e90-560e-978c-86218a4747d9" ], "additionalDamageWhenHit": false, "additionalDamageTypeDetermination": "Specific", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionTelekinesisRestrained.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionTelekinesisRestrained.json index c973b3b648..c9fe5b5b13 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionTelekinesisRestrained.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionTelekinesisRestrained.json @@ -4,7 +4,7 @@ "parentCondition": "Definition:ConditionRestrained:ec9fa707d4174c54bbdecde60a860c2c", "conditionType": "Detrimental", "features": [ - "Definition:MoveModeTelekinesis:f32a5326-5471-53f8-80fa-86098b13d002" + "Definition:MoveModeFly0:b019af54-9539-548c-aad7-1b52e096bd83" ], "allowMultipleInstances": false, "silentWhenAdded": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatBrawler.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatBrawler.json new file mode 100644 index 0000000000..789348e450 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatBrawler.json @@ -0,0 +1,45 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + "minimalAbilityScorePrerequisite": true, + "minimalAbilityScoreValue": 13, + "minimalAbilityScoreName": "Strength", + "armorProficiencyPrerequisite": false, + "armorProficiencyCategory": "", + "hasFamilyTag": false, + "familyTag": "", + "knownFeatsPrerequisite": [], + "features": [ + "Definition:ActionAffinityFeatBrawlerGrappleBonus:8e727fcd-2e11-5f21-878a-4d0dac2ff39c", + "Definition:AttributeModifierCreed_Of_Einar:38c2a545af534bb45ad92ffe7f30d62e" + ], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatBrawlerTitle", + "description": "Feat/&FeatBrawlerDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "7620b360-906f-504d-b24e-0db6a2895373", + "contentPack": 9999, + "name": "FeatBrawler" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json new file mode 100644 index 0000000000..b1641bca0b --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + "minimalAbilityScorePrerequisite": true, + "minimalAbilityScoreValue": 13, + "minimalAbilityScoreName": "Dexterity", + "armorProficiencyPrerequisite": false, + "armorProficiencyCategory": "", + "hasFamilyTag": true, + "familyTag": "Grappler", + "knownFeatsPrerequisite": [], + "features": [ + "Definition:AttributeModifierCreed_Of_Misaye:74d55f601f8ad8246b18a19766524280" + ], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatGrapplerDexTitle", + "description": "Feat/&FeatGrapplerDexDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "a6556423-cbd8-522e-b0d1-4fcab9085b33", + "contentPack": 9999, + "name": "FeatGrapplerDex" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrappler.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json similarity index 83% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrappler.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json index 5bac71abc8..0676db5462 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrappler.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json @@ -8,8 +8,8 @@ "minimalAbilityScoreName": "Strength", "armorProficiencyPrerequisite": false, "armorProficiencyCategory": "", - "hasFamilyTag": false, - "familyTag": "", + "hasFamilyTag": true, + "familyTag": "Grappler", "knownFeatsPrerequisite": [], "features": [ "Definition:AttributeModifierCreed_Of_Einar:38c2a545af534bb45ad92ffe7f30d62e" @@ -17,8 +17,8 @@ "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "Feat/&FeatGrapplerTitle", - "description": "Feat/&FeatGrapplerDescription", + "title": "Feat/&FeatGrapplerStrTitle", + "description": "Feat/&FeatGrapplerStrDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -38,7 +38,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "2fa5d9ee-088f-520e-97e1-c5bb75856eec", + "guid": "bc0ae695-782e-5a25-aaa0-56fd7c900e24", "contentPack": 9999, - "name": "FeatGrappler" + "name": "FeatGrapplerStr" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGrappler.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGrappler.json new file mode 100644 index 0000000000..f9bf57b72c --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGrappler.json @@ -0,0 +1,42 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + "minimalAbilityScorePrerequisite": false, + "minimalAbilityScoreValue": 13, + "minimalAbilityScoreName": "Strength", + "armorProficiencyPrerequisite": false, + "armorProficiencyCategory": "", + "hasFamilyTag": true, + "familyTag": "Grappler", + "knownFeatsPrerequisite": [], + "features": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatGroupGrapplerTitle", + "description": "You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller.", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "8d65c70d-4be7-5738-ba93-bff5ea389533", + "contentPack": 9999, + "name": "FeatGroupGrappler" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json index ecd04c5eeb..8ab14fb581 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfDexterityTitle", - "description": "Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]", + "description": "Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Grappler [Dex], Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json index 47fdff9549..56dec1b357 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfStrengthTitle", - "description": "Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grappler, Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]", + "description": "Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Brawler, Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grappler [Str], Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json index 0e59e3bd18..0ba6f043cc 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupSupportCombatTitle", - "description": "Battle Fervor, Call for Charge, Chef, Gift of the Chromatic Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master", + "description": "Battle Fervor, Brawler, Call for Charge, Chef, Gift of the Chromatic Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityFeatBrawlerGrappleBonus.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityFeatBrawlerGrappleBonus.json new file mode 100644 index 0000000000..ba64c9c2ad --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityFeatBrawlerGrappleBonus.json @@ -0,0 +1,50 @@ +{ + "$type": "FeatureDefinitionActionAffinity, Assembly-CSharp", + "allowedActionTypes": [ + true, + true, + true, + true, + true, + true + ], + "eitherMainOrBonus": false, + "maxAttacksNumber": -1, + "forbiddenActions": [], + "authorizedActions": [ + 9072 + ], + "restrictedActions": [], + "actionExecutionModifiers": [], + "specialBehaviour": "None", + "randomBehaviorDie": "D10", + "randomBehaviourOptions": [], + "rechargeReactionsAtEveryTurn": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "8e727fcd-2e11-5f21-878a-4d0dac2ff39c", + "contentPack": 9999, + "name": "ActionAffinityFeatBrawlerGrappleBonus" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionCombatAffinity/CombatAffinityGrappleSourceWithGrappler.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionCombatAffinity/CombatAffinityGrappleSourceWithGrappler.json index 6d88cea7fb..ef08d910a3 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionCombatAffinity/CombatAffinityGrappleSourceWithGrappler.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionCombatAffinity/CombatAffinityGrappleSourceWithGrappler.json @@ -2,7 +2,7 @@ "$type": "FeatureDefinitionCombatAffinity, Assembly-CSharp", "initiativeAffinity": "None", "canRageToOvercomeSurprise": false, - "attackOfOpportunityImmunity": false, + "attackOfOpportunityImmunity": true, "attackOfOpportunityOnMeAdvantageType": "None", "attackOnMeAdvantage": "None", "attackOnMeCountLimit": -1, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeTelekinesis.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeFly0.json similarity index 74% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeTelekinesis.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeFly0.json index a7d57ee2f5..d5741f15bd 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeTelekinesis.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeFly0.json @@ -5,13 +5,13 @@ "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "Feature/&NoContentTitle", - "description": "Feature/&NoContentTitle", + "title": "Feature/&MoveTitle", + "description": "Feature/&MoveFlyDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null + "m_SubObjectName": "", + "m_SubObjectType": "" }, "color": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", @@ -26,7 +26,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "f32a5326-5471-53f8-80fa-86098b13d002", + "guid": "b019af54-9539-548c-aad7-1b52e096bd83", "contentPack": 9999, - "name": "MoveModeTelekinesis" + "name": "MoveModeFly0" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeInnovationArtilleristEldritchCannon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeWalk3.json similarity index 69% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeInnovationArtilleristEldritchCannon.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeWalk3.json index 67c934e55b..d0878ce6f9 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeInnovationArtilleristEldritchCannon.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/MoveModeWalk3.json @@ -4,14 +4,14 @@ "speed": 3, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Feature/&NoContentTitle", - "description": "Feature/&NoContentTitle", + "hidden": false, + "title": "Feature/&MoveTitle", + "description": "Feature/&MoveWalkDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null + "m_SubObjectName": "", + "m_SubObjectType": "" }, "color": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", @@ -26,7 +26,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "guid": "06707649-6e35-5412-8940-ce97a7b6829c", "contentPack": 9999, - "name": "MoveModeInnovationArtilleristEldritchCannon" + "name": "MoveModeWalk3" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSkinOfRetribution.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSkinOfRetribution.json index d86aafac06..6ccc918baf 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSkinOfRetribution.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSkinOfRetribution.json @@ -83,7 +83,7 @@ "dieType": "D1", "overrideWithBardicInspirationDie": false, "versatileDieType": "D1", - "bonusDamage": 0, + "bonusDamage": 5, "damageType": "DamageCold", "ancestryType": "Sorcerer", "healFromInflictedDamage": "Never", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower15.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower15.json index aacdb7a4e7..ed6144ee61 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower15.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower15.json @@ -79,7 +79,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristFlamethrower:7cfd7fdb-f510-5f72-97af-61e945df19ae", "Definition:PowerInnovationArtilleristFortifiedPositionAura:cfd35921-9636-5fe0-ab25-e22c887d6f1d", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower3.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower3.json index 250605c7eb..de4465fedc 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower3.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower3.json @@ -79,7 +79,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristFlamethrower:7cfd7fdb-f510-5f72-97af-61e945df19ae", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" ], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower9.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower9.json index 0ed32dd55d..503de5495a 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower9.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristFlamethrower9.json @@ -79,7 +79,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristEldritchCannonDetonateCannon:4f14149d-e806-55df-9d2d-e828cf9faa09", "Definition:PowerInnovationArtilleristFlamethrower:7cfd7fdb-f510-5f72-97af-61e945df19ae", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista15.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista15.json index 50df0a409f..c8af61e453 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista15.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista15.json @@ -79,7 +79,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristForceBallista:1c3bfcab-e5d0-5904-ac99-391d24888799", "Definition:PowerInnovationArtilleristFortifiedPositionAura:cfd35921-9636-5fe0-ab25-e22c887d6f1d", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista3.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista3.json index a377808140..5f06fcfb57 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista3.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista3.json @@ -79,7 +79,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristForceBallista:1c3bfcab-e5d0-5904-ac99-391d24888799", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" ], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista9.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista9.json index 7ed6227501..bbac57a4ee 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista9.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristForceBallista9.json @@ -79,7 +79,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristEldritchCannonDetonateCannon:4f14149d-e806-55df-9d2d-e828cf9faa09", "Definition:PowerInnovationArtilleristForceBallista:1c3bfcab-e5d0-5904-ac99-391d24888799", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector15.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector15.json index ba6956947b..4e94533f12 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector15.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector15.json @@ -84,7 +84,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristFortifiedPositionAura:cfd35921-9636-5fe0-ab25-e22c887d6f1d", "Definition:PowerInnovationArtilleristProtector:9612e15b-7358-5f6f-9593-491445548138", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector3.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector3.json index f8d0296f3c..ee78a06bf6 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector3.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector3.json @@ -84,7 +84,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristProtector:9612e15b-7358-5f6f-9593-491445548138", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" ], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector9.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector9.json index 8bbbdc19d3..9bd41aa4ac 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector9.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/InnovationArtilleristProtector9.json @@ -84,7 +84,7 @@ "Definition:DamageAffinityPsychicImmunity:b52cfcbb789ae27428958d10a45529ac", "Definition:MovementAffinityNoSpecialMoves:0cd5ea35f59f7e84fa3a0c6615abf781", "Definition:MovementAffinitySpiderClimb:3814823c84a9ac445b368f906b1be7a9", - "Definition:MoveModeInnovationArtilleristEldritchCannon:da3e8563-da2d-5bd6-a6e2-460730de5eb0", + "Definition:MoveModeWalk3:06707649-6e35-5412-8940-ce97a7b6829c", "Definition:PowerInnovationArtilleristEldritchCannonDetonateCannon:4f14149d-e806-55df-9d2d-e828cf9faa09", "Definition:PowerInnovationArtilleristProtector:9612e15b-7358-5f6f-9593-491445548138", "Definition:SenseNormalVision:222ef639393ed4e4bbd7152690597945" diff --git a/Documentation/Feats.md b/Documentation/Feats.md index a6f176458d..260ad1a457 100644 --- a/Documentation/Feats.md +++ b/Documentation/Feats.md @@ -97,138 +97,144 @@ Your people have extraordinary luck, which you have learned to mystically lend t • 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 reroll the die. The ally must use the new roll. • When you use this ability, you can't use your Lucky racial trait before the end of your next turn. -# 20. - Burning Touch [SOL] +# 20. - Brawler [UB] + +You are an expert at hand-to-hand combat, gaining the following benefits: +• Your Unarmed Strikes deal 1d6+Strength modifier bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. +• When you take the Attack action and got at least one free hand, you can use your bonus action to either make an unarmed strike or grapple a creature. + +# 21. - Burning Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional fire damage equal to your proficiency bonus. -# 21. - Call for Charge [UB] +# 22. - Call for Charge [UB] You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increase by 15 ft, and each one have advantage on their first attack roll. You can use this power a number of times per long rest equal to your Charisma modifier. -# 22. - *Charger* © [UB] +# 23. - *Charger* © [UB] You have trained to charge headlong into battle, gaining the following benefits: • Whenever you take Dash action, you can use your bonus action to make one melee attack. • If you move at least 10 feet in a straight line immediately before hitting with a melee weapon or unarmed attack on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is of Large size or smaller. You can use this benefit only once on each of your turns. -# 23. - *Chef* © [UB] +# 24. - *Chef* © [UB] Increase your Wisdom or Constitution by 1, to a maximum of 20. You can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP. Once a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten. -# 24. - Cloak and Dagger [SOL] +# 25. - Cloak and Dagger [SOL] After you hit an enemy with a light weapon, you gain +2 AC until the start of your next turn (doesn't stack). -# 25. - Close Quarters [UB] +# 26. - Close Quarters [UB] You are experienced with fighting in close quarters and gain the following benefits: • Your Dexterity or Intelligence increases by 1, to a maximum of 20. • When you deal sneak attack damage with melee weapon attacks while within 5 feet of your target, your sneak dice become d8 instead of d6. This feature also extends to classes that can deal sneak attacks with melee spell attacks, and rogue features that scale off of sneak dice. -# 26. - Creed of Arun [SOL] +# 27. - Creed of Arun [SOL] +1 CON to a maximum of 20 Proficiency in CON saves if not already proficient; +1 otherwise -# 27. - Creed of Einar [SOL] +# 28. - Creed of Einar [SOL] +1 STR to a maximum of 20 Proficiency in STR saves if not already proficient; +1 otherwise -# 28. - Creed of Maraike [SOL] +# 29. - Creed of Maraike [SOL] +1 WIS to a maximum of 20 Proficiency in WIS saves if not already proficient; +1 otherwise -# 29. - Creed of Misaye [SOL] +# 30. - Creed of Misaye [SOL] +1 DEX to a maximum of 20 Proficiency in DEX saves if not already proficient; +1 otherwise -# 30. - Creed of Pakri [SOL] +# 31. - Creed of Pakri [SOL] +1 INT to a maximum of 20 Proficiency in INT saves if not already proficient; +1 otherwise -# 31. - Creed of Solasta [SOL] +# 32. - Creed of Solasta [SOL] +1 CHA to a maximum of 20 Proficiency in CHA saves if not already proficient; +1 otherwise -# 32. - *Crossbow Expert* © [UB] +# 33. - *Crossbow Expert* © [UB] Your expert training with ranged weapons grants you these benefits: • Attacks at melee range don't impose disadvantage. • If you take the attack action on your turn, you can make one one-handed ranged bonus attack adding your attribute modifier to damage. -# 33. - *Crusher* © [UB] +# 34. - *Crusher* © [UB] Increase your Strength or Constitution by 1, to a maximum of 20. When you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn. -# 34. - Cunning Escape [UB] +# 35. - Cunning Escape [UB] Whenever you use the Dash action as a bonus action, your movement doesn't provoke opportunity attacks for the rest of the turn. -# 35. - *Dark-Elf Magic* © [UB] +# 36. - *Dark-Elf Magic* © [UB] 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 the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. -# 36. - Daunting Push [SOL] +# 37. - Daunting Push [SOL] When you successfully shove an enemy, they lose half their movement speed (rounded down) on their next turn. -# 37. - *Defensive Duelist* © [UB] +# 38. - *Defensive Duelist* © [UB] When you are wielding a melee 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. -# 38. - Devastating Strikes [UB] +# 39. - Devastating Strikes [UB] Your melee attacks are especially deadly. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus. • Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. -# 39. - Discretion of the Coedymwarth [SOL] +# 40. - Discretion of the Coedymwarth [SOL] +1 DEX to a maximum of 20 You gain proficiency with Light Armor. You gain proficiency with Shortswords, Shortbows, and Longbows. -# 40. - Distracting Gambit [SOL] +# 41. - Distracting Gambit [SOL] After you hit an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack). -# 41. - *Dragon Fear* © [UB] +# 42. - *Dragon Fear* © [UB] When angered, you radiate menace. You gain the following benefits: • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. • 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). On a failed save, a target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -# 42. - *Dragon Hide* © [UB] +# 43. - *Dragon Hide* © [UB] You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: • Increase your Strength, Constitution, or Charisma by 1, up to a maximum of 20. • Your scales harden. While you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. • You can 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. -# 43. - *Dragon Wings* © [UB] +# 44. - *Dragon Wings* © [UB] You sprout draconic wings. You gain the ability to fly for a limited time if you aren't wearing heavy armor. -# 44. - Dual Flurry [UB] +# 45. - Dual Flurry [UB] While you are dual-wielding melee weapons, when you use your bonus action to attack a creature with your off-hand weapon, you make two attacks against the creature with the weapon instead of one. -# 45. - *Dual Wielder* © [UB] +# 46. - *Dual Wielder* © [UB] You master fighting with two weapons, gaining the following benefits: • You gain a +1 bonus to AC while you are dual-wielding melee weapons. • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. -# 46. - *Dungeon Delver* © [UB] +# 47. - *Dungeon Delver* © [UB] Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks. @@ -236,546 +242,546 @@ Alert to the hidden traps and secret doors found in many dungeons, you gain the • You have resistance to the damage dealt by traps. • Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score. -# 47. - *Dwarven Fortitude* © [UB] +# 48. - *Dwarven Fortitude* © [UB] You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • 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). -# 48. - Eager for Battle [SOL] +# 49. - Eager for Battle [SOL] +1 DEX to a maximum of 20 You have advantage on your initiative rolls. -# 49. - *Eldritch Adept* © [UB] +# 50. - *Eldritch Adept* © [UB] You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. -# 50. - Electrifying Touch [SOL] +# 51. - Electrifying Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional lightning damage equal to your proficiency bonus. -# 51. - *Elemental Adept* © [UB] +# 52. - *Elemental Adept* © [UB] When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen damage type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any 1s. -# 52. - Elemental Master [UB] +# 53. - Elemental Master [UB] When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore immunity to the chosen damage type. In addition, when you roll attack for a spell you cast that deals damage of that type, you can reroll any 1s. -# 53. - *Elven Accuracy* © [UB] +# 54. - *Elven Accuracy* © [UB] You have uncanny aim with attacks that rely on precision rather than brute force. Increase your Dexterity or one of your mental attributes by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. -# 54. - Enduring Body [SOL] +# 55. - Enduring Body [SOL] Increase your Constitution by 1 (max 20) and your hit points increase by an additional +1 each time you gain a level. -# 55. - Expand the Hunt [UB] +# 56. - Expand the Hunt [UB] Increase your Wisdom by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type. -# 56. - Exploiter [UB] +# 57. - Exploiter [UB] You are constantly aware of the surrounding battlefield, honing this awareness into lethal prowess. When a creature within reach of your melee weapon takes damage from an attack that originated from a creature other than yourself, you may use your reaction to make a melee weapon attack against the damaged creature. -# 57. - *Fade Away* © [UB] +# 58. - *Fade Away* © [UB] You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence by 1, to a maximum of 20. 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. -# 58. - *Fell Handed* © [UB] +# 59. - *Fell Handed* © [UB] You master the handaxe, battleaxe, greataxe, warhammer and maul. You gain the following benefits when using any of them: • A +1 bonus to attack rolls you make with the weapon. • Whenever you have advantage on a melee attack roll and hit, you knock the target prone if the lower of the two d20 rolls would also hit the target. • Whenever you have disadvantage on a melee attack roll and miss, the target takes bludgeoning damage equal to your Strength modifier if higher of the two d20 rolls would hit the target. -# 59. - Fencer [UB] +# 60. - Fencer [UB] If you take the Attack action on your turn while holding a melee one-handed or versatile weapon and no other weapon or shield, you can use a bonus action to attack with the weapon you are holding, adding your attribute modifier to the damage dealt. -# 60. - *Fey Teleportation* © [UB] +# 61. - *Fey Teleportation* © [UB] Increase one of your mental attributes by 1, to a maximum of 20. You can use misty step once per short rest, and you can cast this spell with your spell slots. You gain proficiency in Tirmarian. -# 61. - *Fighting Initiate* © [UB] +# 62. - *Fighting Initiate* © [UB] Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Pugilist, Superior Technique, Torchbearer, Two Weapon Fighting -# 62. - *Flames of Phlegethos* © [UB] +# 63. - *Flames of Phlegethos* © [UB] You learn to call on hellfire to serve your commands. You gain the following benefits: • Increase your Intelligence or Charisma by 1, to a maximum of 20. • 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. • Whenever you use a power or 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. -# 63. - Flawless Concentration [SOL] +# 64. - Flawless Concentration [SOL] You are trained to maintain your concentration in the most extreme conditions. If you sustain up to 10 points of damage, you don't need to roll a Constitution saving throw to maintain concentration. Above that value, you have advantage when rolling the saving throw. -# 64. - Focused Sleeper [SOL] +# 65. - Focused Sleeper [SOL] You are used to getting a great deal of rest out of just a little sleep. Increase your Constitution by 1 (max 20), and you only need four hours of sleep per night. -# 65. - Follow Up Strike [SOL] +# 66. - Follow Up Strike [SOL] When you use the Attack action with a two-handed weapon, you can use a bonus action to make a fast melee attack to follow up, dealing an additional 1d4 + STR bonus damage of the same type. -# 66. - Forest Runner [SOL] +# 67. - Forest Runner [SOL] You gain +2 cells movement speed and +1 DEX (to a maximum of 20). -# 67. - Forestalling Strength [SOL] +# 68. - Forestalling Strength [SOL] While you wield a two-handed weapon, you gain +1 AC. -# 68. - Frost Adaptation [UB] +# 69. - Frost Adaptation [UB] Increase your Constitution by 1, to a maximum of 20. You have resistance to Cold damage. You are immune to the effects of moderately cold weather. You are also Chilled instead of Frozen in freezing weather. -# 69. - *Gift of the Chromatic Dragon* © [UB] +# 70. - *Gift of the Chromatic Dragon* © [UB] You've manifested some of the power of chromatic dragons, granting you the following benefits: • Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest. • Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. 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. -# 70. - Grappler [UB] +# 71. - Grappler [UB] 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. -# 71. - *Great Weapon Master* © [UB] +# 72. - *Great Weapon Master* © [UB] You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes: • 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. • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. -# 72. - *Grudge Bearer* © [UB] +# 73. - *Grudge Bearer* © [UB] 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. -# 73. - Hard to Kill [SOL] +# 74. - Hard to Kill [SOL] +1 CON to a maximum of 20 You have advantage on death saving throws. If you succeed three times, you are not only stabilized, but you regain one hit die immediately. On a critical roll, you regain two hit dice instead. -# 74. - Hardy [UB] +# 75. - Hardy [UB] 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. -# 75. - Hauler [SOL] +# 76. - Hauler [SOL] You are trained to carry heavy loads. Increase your Strength by 1 (max 20), and your carrying capacity is doubled. -# 76. - *Healer* © [UB] +# 77. - *Healer* © [UB] You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier. -# 77. - *Heavy Armor Master* © [UB] +# 78. - *Heavy Armor Master* © [UB] You can use your armor to deflect strikes that would kill others. Increase your Strength by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3. -# 78. - Icy Touch [SOL] +# 79. - Icy Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional cold damage equal to your proficiency bonus. -# 79. - Improved Critical [UB] +# 80. - Improved Critical [UB] Your weapon attacks score a critical hit on a roll of 19 or 20. -# 80. - *Infernal Constitution* © [UB] +# 81. - *Infernal Constitution* © [UB] Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: • Increase your Constitution by 1, to a maximum of 20. • You have resistance to cold and poison damage. • You have advantage on saving throws against being poisoned. -# 81. - Infusion Adept [UB] +# 82. - Infusion Adept [UB] You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class. -# 82. - Initiate Alchemist [SOL] +# 83. - Initiate Alchemist [SOL] You gain proficiency with the Herbalism Kit and Poisoner's Kit. You gain proficiency in Nature. If you were already proficient, you gain expertise in Nature instead. -# 83. - Initiate Enchanter [SOL] +# 84. - Initiate Enchanter [SOL] You gain proficiency with the Manacalon Rosary, which is required to enchant items. You gain proficiency in Arcana. If you were already proficient, you gain expertise in Arcana instead. -# 84. - *Inspiring Leader* © [UB] +# 85. - *Inspiring Leader* © [UB] You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. -# 85. - Lock Breaker [SOL] +# 86. - Lock Breaker [SOL] You have spent a lot of time studying locks - how to craft them and how to pick them. You gain proficiency with thieves' tools, or double your existing proficiency if you are already proficient. You have advantage when using thieves' tools to pick locks. -# 86. - Longsword Finesse [UB] +# 87. - Longsword Finesse [UB] You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • While you are holding a longsword, you gain a +1 bonus to AC. • Longsword has the finesse property when you wield it. -# 87. - *Lucky* © [UB] +# 88. - *Lucky* © [UB] You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you miss an attack roll, fail an ability check, or a saving throw, you can spend one luck point to replace the d20. 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. You regain your expended luck points when you finish a long rest. -# 88. - *Mage Slayer* © [UB] +# 89. - *Mage Slayer* © [UB] You have practiced techniques in melee combat against spell-casters, gaining the following benefits: • 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. • 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. • If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest. -# 89. - *Magic Initiate* © [UB] +# 90. - *Magic Initiate* © [UB] Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. 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. -# 90. - Manipulator [SOL] +# 91. - Manipulator [SOL] You gain proficiency in Intimidation, Persuasion, and Deception. If you were already proficient, you gain expertise instead in the corresponding skill. -# 91. - *Martial Adept* © [UB] +# 92. - *Martial Adept* © [UB] You have martial training that allows you to perform special combat techniques called maneuvers: • You learn two maneuvers of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. • You gain 1 Superiority Die. The die is a d6, and it doesn't increase in size if you are not a Battle Master. This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. -# 92. - Master Alchemist [SOL] +# 93. - Master Alchemist [SOL] You have mastered the art of potion making. You need half the normal time to craft a potion and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses. You have expert knowledge of all potions and can identify them automatically. -# 93. - Master Enchanter [SOL] +# 94. - Master Enchanter [SOL] You have mastered the art of enchanting items. You spend half the normal time to enchant an item and your proficiency bonus is doubled when performing the roll to determine whether your crafting progresses -# 94. - *Medium Armor Master* © [UB] +# 95. - *Medium Armor Master* © [UB] You have practiced moving in medium armor to gain the following benefits: • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. -# 95. - Melting Touch [SOL] +# 96. - Melting Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional acid damage equal to your proficiency bonus. -# 96. - *Menacing* © [UB] +# 97. - *Menacing* © [UB] Increase your Charisma by 1, to a maximum of 20. • You gain proficiency with Intimidation skill or expertise if you are already proficient. • You can replace one main attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour. -# 97. - Mender [SOL] +# 98. - Mender [SOL] When you stabilize an ally with a Medicine check, they regain 1 HP. -# 98. - Merciless [UB] +# 99. - Merciless [UB] When you reduce a target to 0 HP using a melee weapon attack on your turn, enemies within a radius of the downed target equal to half of your proficiency bonus (rounded up) who can see the target must make a Wisdom save (DC 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn. If the triggering attack is a critical hit, the radius is instead equal to your proficiency bonus. -# 99. - *Metamagic Adept* © [UB] +# 100. - *Metamagic Adept* © [UB] You learn two metamagic options of your choice from the sorcerer class and gain half your proficiency bonus (rounded down) in sorcery points to spend on it. -# 100. - Might of the Iron Legion [SOL] +# 101. - Might of the Iron Legion [SOL] +1 STR to a maximum of 20 You gain proficiency with Heavy Armor. You gain proficiency with Longswords, Greatswords, and Battleaxes. -# 101. - Mighty Blow [SOL] +# 102. - Mighty Blow [SOL] When you attack with a two-handed melee weapon, you deal additional damage equal to half your strength modifier (rounded up). -# 102. - *Mobile* © [UB] +# 103. - *Mobile* © [UB] You are exceptionally speedy and agile. Your speed increases by 10 ft, and you are immune to difficult terrain when dashing. When you make a melee attack against a creature you are immune to attack of opportunity from the creature unless it has immunity to that. -# 103. - *Moderately Armored* © [UB] +# 104. - *Moderately Armored* © [UB] Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with medium armor and shields. -# 104. - Monk Initiate [UB] +# 105. - Monk Initiate [UB] You have learned some of the ways of the monk. You gain Ki points equals to your proficiency bonus, which you can spend to use Flurry of Blows, Patient Defense, or Step of the Wind. -# 105. - Natural Fluidity [UB] +# 106. - Natural Fluidity [UB] You may use a WildShape form to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 2 WildShape forms. You can use it once per long rest. -# 106. - Old Tactics [UB] +# 107. - Old Tactics [UB] Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target. -# 107. - *Orcish Aggression* © [UB] +# 108. - *Orcish Aggression* © [UB] Your aggression burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. • As a bonus action, when wielding a melee weapon in main hand, you can charge up to your speed toward an enemy of your choice and free attack the creature with your main weapon. This feature can be used proficiency bonus times per long rest. -# 108. - *Orcish Fury* © [UB] +# 109. - *Orcish Fury* © [UB] Your fury burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. • When you hit with an attack made with 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. • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. -# 109. - Pickpocket [UB] +# 110. - Pickpocket [UB] You gain proficiency with Sleight of Hand, or expertise if already proficient. You also have advantage on Sleight of Hand Dexterity checks. -# 110. - *Piercer* © [UB] +# 111. - *Piercer* © [UB] Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1, and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes. -# 111. - *Poisoner* © [UB] +# 112. - *Poisoner* © [UB] You have a profound understanding on how to manipulate poisons: • You gain proficiency with the poisoner's kit, or expertise if already proficient. • You gain the ability to apply a poison to your weapon as a bonus action. • When you make a damage roll, you ignore resistance to poison damage. -# 112. - Poisonous Skin [UB] +# 113. - Poisonous Skin [UB] Any creature that hits you in melee or is hit by your unarmed attack, shoves you or is shoved by you needs to succeed on Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Poisoned for 1 minute. -# 113. - *Polearm Master* © [UB] +# 114. - *Polearm Master* © [UB] Your expert training with a polearm grants you these benefits: • When you take the Attack action and attack with only a polearm weapon, 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 and deals 1d4 bludgeoning damage. • Other creatures provoke an opportunity attack from you when they enter the reach you have with wielding a polearm weapon. -# 114. - Potent Spellcaster [UB] +# 115. - Potent Spellcaster [UB] You can add your spellcaster attribute modifier to the damage you deal with any cantrip in your repertoire. -# 115. - Power Attack [UB] +# 116. - Power Attack [UB] You have learned to trade accuracy to land deadlier blows. When attacking unarmed or with melee weapons, you can choose to take a -3 penalty to your attack roll in order to do additional damage equal to 3 + your proficiency bonus. -# 116. - Powerful Cantrip [SOL] +# 117. - Powerful Cantrip [SOL] When a creature succeeds on a saving throw against your cantrip or dodges your cantrip, the creature takes half damage but suffers no additional effect from the cantrip or from other sources like Agonizing Blast. -# 117. - Precision Focused [UB] +# 118. - Precision Focused [UB] Increase one of your mental attributes by 1, to a maximum of 20. You can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest. -# 118. - Primal Rage [UB] +# 119. - Primal Rage [UB] Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests. -# 119. - Raise Shield [SOL] +# 120. - Raise Shield [SOL] When you are about to get hit by a ranged attack while wielding a shield, you can use your reaction to get +3 AC until the end of the attacker's turn. You also gain proficiency with shields. -# 120. - Ranged Mastery [UB] +# 121. - Ranged Mastery [UB] When you take the Attack action while holding a bow or a crossbow, you can use your bonus action to attack with the weapon. -# 121. - Ready or Not [SOL] +# 122. - Ready or Not [SOL] You have advantage on your attack rolls when using Ready Action. -# 122. - Reckless Attack [UB] +# 123. - Reckless Attack [UB] Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. -# 123. - *Revenant Blade* © [UB] +# 124. - *Revenant Blade* © [UB] You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity or Strength by 1, to a maximum of 20. • While you are holding a great sword, you gain a +1 bonus to AC. • Great sword has the finesse property when you wield it. -# 124. - Robust [SOL] +# 125. - Robust [SOL] Sturdy and tough, you increase your Constitution score by 1 (max 20) and when you use a hit die to regain hit points, roll twice and take the higher value. -# 125. - Rush to Battle [SOL] +# 126. - Rush to Battle [SOL] You can use your bonus action to increase your movement speed by 3 cells until the end of your turn, and get -2 to your AC, until the start of your next turn. -# 126. - *Savage Attack* © [UB] +# 127. - *Savage Attack* © [UB] Reroll weapon and spell damage dice when you roll a 1 (Not all damage sources re-roll dice. For example, sneak attack and smite damage are not re-rolled). -# 127. - Scriber [UB] +# 128. - Scriber [UB] Increase your Intelligence by 1, to a maximum of 20. You gain proficiency with scroll kit and Arcana, or expertise if already proficient. -# 128. - *Second Chance* © [UB] +# 129. - *Second Chance* © [UB] Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. 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. -# 129. - *Sentinel* © [UB] +# 130. - *Sentinel* © [UB] You have mastered techniques to take advantage of every drop in any enemy's guard: • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. -# 130. - *Sharpshooter* © [UB] +# 131. - *Sharpshooter* © [UB] You have learned to trade accuracy to land deadlier shots: • When attacking with a ranged weapon, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. • Attacks at long range don't impose disadvantage and ranged weapon attack ignores half cover and three-quarters cover. -# 131. - Shield Bash [UB] +# 132. - Shield Bash [UB] You can use your bonus action to bash a creature using your shield, turning it momentarily into a special improvised weapon that you are proficient with. Make a melee weapon attack against a creature within 5 feet of you using your Strength modifier for the attack. If you hit, the creature takes 1d4 + Strength modifier as bludgeoning damage. -# 132. - *Shield Master* © [UB] +# 133. - *Shield Master* © [UB] You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: • 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. • If you aren't incapacitated, gain +2 bonus to all Dexterity saving throws you make. • Whenever a damaging spell forces you to roll a Dexterity saving throw, you can use your reaction to halve any damage taken. -# 133. - *Slasher* © [UB] +# 134. - *Slasher* © [UB] Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. -# 134. - Slay thy Enemies [UB] +# 135. - Slay thy Enemies [UB] You can use your bonus action and consume one ranger spell slot to focus your hunting knowledge against your enemies. You have a bonus to attack and damage rolls equal to the spell slot level used up to a maximum of 3. Against favored enemies you gain advantage on attack rolls instead pf attack roll bonus. This effect lasts for 2 rounds, plus 1 round per slot level used. -# 135. - *Spear Mastery* © [UB] +# 136. - *Spear Mastery* © [UB] Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it: • You gain a +1 bonus to attack rolls you make with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. • As a bonus action you can brace your spear to intercept approaching enemies. You can use reaction to perform attack of opportunity with a spear on enemy that enters your reach and deal extra die of damage if that attack hits. • As a bonus action, you can increase your reach with a spear by 5 ft for the rest of your turn. -# 136. - *Spell Sniper* © [UB] +# 137. - *Spell Sniper* © [UB] 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. -# 137. - Spiritual Fluidity [UB] +# 138. - Spiritual Fluidity [UB] You may use a Channel Divinity usage to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 3 Channel Divinity usages. You can use it once per long rest. -# 138. - *Squat Nimbleness* © [UB] +# 139. - *Squat Nimbleness* © [UB] 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. -# 139. - *Stealthy* © [UB] +# 140. - *Stealthy* © [UB] You know how best to hide. You gain the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • You gain proficiency with Stealth skill or expertise if you are already proficient. • If you are hidden, you can move in the open without revealing yourself if you end the move in a position where you're not clearly visible. -# 140. - Sturdiness of the Tundra [SOL] +# 141. - Sturdiness of the Tundra [SOL] +1 CON to a maximum of 20 You gain proficiency with Medium Armor. You gain proficiency with Warhammers, and Light and Heavy Crossbows. -# 141. - Superior Critical [UB] +# 142. - Superior Critical [UB] Your weapon attacks score a critical hit on a roll of 18, 19 or 20. -# 142. - Take Aim [SOL] +# 143. - Take Aim [SOL] You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions. -# 143. - *Telekinetic* © [UB] +# 144. - *Telekinetic* © [UB] 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. -# 144. - *Theologian* © [UB] +# 145. - *Theologian* © [UB] Your extensive study of religion rewards you with the following benefits. • Increase your Intelligence by 1, to a maximum of 20. • You gain proficiency with Religious skill or expertise if you are already proficient. • You learn the Detect Evil and Good spell. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. -# 145. - Thrown Weapons Master [UB] +# 146. - Thrown Weapons Master [UB] When you are making a ranged attack with a thrown weapon, increase its short range by 10 feet and its long range by 20 feet. In addition, the weapon returns into your hand immediately after it is used to make a thrown attack. -# 146. - Touched Magic [UB] +# 147. - Touched Magic [UB] Increase one of your mental attributes by 1, to a maximum of 20. You can pick a set from Aegis Touched, Celestial Touched, Flame Touched, Iridescent Touched, Peregrination Touched, Retinue Touched, Shadow Touched, Verdant Touched. Each set grants 3 spells. You can cast these spells once per long rest, and you can also cast these spells with your spell slots. -# 147. - *Tough* © [UB] +# 148. - *Tough* © [UB] 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. -# 148. - Toxic Touch [SOL] +# 149. - Toxic Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional poison damage equal to your proficiency bonus. -# 149. - Toxicologist [UB] +# 150. - Toxicologist [UB] Increase one of your mental attributes by 1, to a maximum of 20. You gain proficiency with poisoner's kit and Nature, or expertise if already proficient. -# 150. - Trip Attack [SOL] +# 151. - Trip Attack [SOL] When you hit an enemy with a melee weapon ready attack, they must also make a contested roll as if you used the shove action or be knocked prone. -# 151. - Twin Blade [SOL] +# 152. - Twin Blade [SOL] When you are about to get hit by a melee attack while dual-wielding (not sword + shield), you can use your reaction to get +3 AC until the end of the attacker's turn. -# 152. - Unarmored Expert [UB] +# 153. - Unarmored Expert [UB] Increase one of your mental attributes by 1, to a maximum of 20. While you are not wearing any armor, your AC is equal to 10 + your Dexterity modifier + the selected mental attribute modifier. -# 153. - Uncanny Accuracy [SOL] +# 154. - Uncanny Accuracy [SOL] +1 DEX to a maximum of 20 You ignore half and three-quarters cover with your ranged attacks. -# 154. - Versatility Adept [UB] +# 155. - Versatility Adept [UB] You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility. Eldritch Versatility: You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset. Versatility Switch: Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt. -# 155. - *War Caster* © [UB] +# 156. - *War Caster* © [UB] You gain advantage on checks to maintain concentration. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action or bonus action and must target only that creature. -# 156. - *Weapon Master* © [UB] +# 157. - *Weapon Master* © [UB] You have practiced extensively with a variety of weapons, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. -# 157. - Wise Archery [UB] +# 158. - Wise Archery [UB] Your intuition guides your hand when using a bow. Increase your Wisdom attribute by 1, to a maximum of 20. You can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls with these weapons. -# 158. - *Wood-Elf Magic* © [UB] +# 159. - *Wood-Elf Magic* © [UB] 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. diff --git a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs index 45b895c377..34c628709c 100644 --- a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs +++ b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs @@ -1675,9 +1675,6 @@ internal static class FeatureDefinitionMovementAffinitys internal static class FeatureDefinitionMoveModes { - internal static FeatureDefinitionMoveMode MoveModeFly2 { get; } = - GetDefinition("MoveModeFly2"); - internal static FeatureDefinitionMoveMode MoveModeFly4 { get; } = GetDefinition("MoveModeFly4"); diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs index 7eadfcd564..89ed20d996 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs @@ -74,6 +74,7 @@ internal enum ExtraActionId CastQuickened, ZenShotToggle, Grapple, + GrappleBonus, DisableGrapple, PrioritizeAction = 10000 } diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetSpellRepertoireExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetSpellRepertoireExtensions.cs index 1b88366145..d0a3c7c07b 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetSpellRepertoireExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetSpellRepertoireExtensions.cs @@ -6,10 +6,9 @@ namespace SolastaUnfinishedBusiness.Api.GameExtensions; public static class RulesetSpellRepertoireExtensions { - public static RulesetCharacterHero GetCasterHero(this RulesetSpellRepertoire repertoire) + public static RulesetCharacter GetCaster(this RulesetSpellRepertoire repertoire) { - // don't use GetOriginalHero() here as it breaks vanilla boot up - return EffectHelpers.GetCharacterByGuid(repertoire?.CharacterInventory?.BearerGuid ?? 0) as RulesetCharacterHero + return EffectHelpers.GetCharacterByGuid(repertoire?.CharacterInventory?.BearerGuid ?? 0) ?? Global.InspectedHero; } diff --git a/SolastaUnfinishedBusiness/Api/ModKit/UI+Browser.cs b/SolastaUnfinishedBusiness/Api/ModKit/UI+Browser.cs index f3c8038e03..9308a98c7b 100644 --- a/SolastaUnfinishedBusiness/Api/ModKit/UI+Browser.cs +++ b/SolastaUnfinishedBusiness/Api/ModKit/UI+Browser.cs @@ -82,11 +82,11 @@ internal static void OnGUI( if (_showAll) { UpdateSearchResults(_searchText, available, searchAndSortKey); - definitions = _filteredDefinitions.ToList(); + definitions = [.._filteredDefinitions]; } else { - definitions = currentDict.Keys.ToList(); + definitions = [.. currentDict.Keys]; } var terms = _searchText.Split(' ').Select(s => s.ToLower()).ToHashSet(); diff --git a/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs b/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs index 0b677ce045..f7febde651 100644 --- a/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs +++ b/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs @@ -149,10 +149,11 @@ protected override List GetAttackModes([NotNull] RulesetChara } var originalHero = character.GetOriginalHero(); - var mainHandItem = hero.GetMainWeapon(); - var isUnarmedWeapon = mainHandItem != null && ValidatorsWeapon.IsUnarmed(mainHandItem.ItemDefinition); + var mainHand = hero.GetMainWeapon(); + // although IsUnarmed can take null this is a special case: isUnarmedWeapon vs isUnarmed only + var isUnarmedWeapon = mainHand != null && ValidatorsWeapon.IsUnarmed(mainHand); var strikeDefinition = isUnarmedWeapon - ? mainHandItem.ItemDefinition + ? mainHand.ItemDefinition : originalHero != null ? originalHero.UnarmedStrikeDefinition : DatabaseHelper.ItemDefinitions.UnarmedStrikeBase; @@ -168,7 +169,7 @@ protected override List GetAttackModes([NotNull] RulesetChara EquipmentDefinitions.SlotTypeMainHand, attackModifiers, character.FeaturesOrigin, - isUnarmedWeapon ? mainHandItem : null + isUnarmedWeapon ? mainHand : null ); return [attackMode]; diff --git a/SolastaUnfinishedBusiness/Behaviors/AddPBToSummonCheck.cs b/SolastaUnfinishedBusiness/Behaviors/AddPBToSummonCheck.cs index 77befa4347..b954a866d5 100644 --- a/SolastaUnfinishedBusiness/Behaviors/AddPBToSummonCheck.cs +++ b/SolastaUnfinishedBusiness/Behaviors/AddPBToSummonCheck.cs @@ -24,9 +24,9 @@ public static void ModifyCheckBonus( monster.EnumerateFeaturesToBrowse(features); - var mods = features.SelectMany(f => f.GetAllSubFeaturesOfType()).ToList(); + var mods = features.SelectMany(f => f.GetAllSubFeaturesOfType()).ToArray(); - if (mods.Count == 0) + if (mods.Length == 0) { return; } diff --git a/SolastaUnfinishedBusiness/Behaviors/AddUsablePowersFromCondition.cs b/SolastaUnfinishedBusiness/Behaviors/AddUsablePowersFromCondition.cs index a50183cae4..cc0179ae67 100644 --- a/SolastaUnfinishedBusiness/Behaviors/AddUsablePowersFromCondition.cs +++ b/SolastaUnfinishedBusiness/Behaviors/AddUsablePowersFromCondition.cs @@ -16,7 +16,7 @@ public void OnConditionAdded(RulesetCharacter target, RulesetCondition rulesetCo //assuming mod won't have any case where same power is added twice to a condition var powers = target.UsablePowers .Select(x => x.PowerDefinition) - .ToList(); // avoid change enumerator + .ToArray(); // avoid changing enumerator foreach (var power in rulesetCondition.ConditionDefinition.Features .OfType() @@ -33,7 +33,7 @@ public void OnConditionRemoved(RulesetCharacter target, RulesetCondition ruleset foreach (var usablePower in target.UsablePowers .Where(x => powers.Contains(x.PowerDefinition)) - .ToList()) + .ToArray()) { var effectPower = target.PowersUsedByMe .FirstOrDefault(x => x.UsablePower == usablePower); diff --git a/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs b/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs index cf3f39a5da..e4d290b226 100644 --- a/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs +++ b/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs @@ -60,14 +60,16 @@ internal static bool IsContextValid( ValidatorsCharacter.HasTwoHandedQuarterstaff(contextParams.source), ExtraSituationalContext.IsNotConditionSource => - // this is required whenever condition is on target - !IsConditionSource(contextParams.target, contextParams.condition, contextParams.source) && // this is required whenever condition is on source - !IsConditionSource(contextParams.source, contextParams.condition, contextParams.source), + IsNotConditionSource(contextParams.source, contextParams.condition, contextParams.target.guid) && + // this is required whenever condition is on target + IsNotConditionSource(contextParams.target, contextParams.condition, contextParams.source.guid), ExtraSituationalContext.IsNotConditionSourceNotRanged => // this is required whenever condition is on source - !IsConditionSource(contextParams.source, contextParams.condition, contextParams.source) && + IsNotConditionSource(contextParams.source, contextParams.condition, contextParams.target.guid) && + // this is required whenever condition is on target + IsNotConditionSource(contextParams.target, contextParams.condition, contextParams.source.guid) && !contextParams.rangedAttack, ExtraSituationalContext.TargetIsFavoriteEnemy => @@ -83,18 +85,28 @@ internal static bool IsContextValid( contextParams.source.ConcentratedSpell != null, ExtraSituationalContext.IsConditionSource => + // this is required whenever condition is on target + IsConditionSource(contextParams.source, contextParams.condition, contextParams.target.guid) || // this is required whenever condition is on source - IsConditionSource(contextParams.source, contextParams.condition, contextParams.source), + IsConditionSource(contextParams.target, contextParams.condition, contextParams.source.guid), _ => def }; } private static bool IsConditionSource( - RulesetCharacter target, [CanBeNull] ConditionDefinition condition, RulesetCharacter source) + RulesetCharacter conditionHolder, [CanBeNull] ConditionDefinition condition, ulong guid) { - return target.TryGetConditionOfCategoryAndType( + return conditionHolder.TryGetConditionOfCategoryAndType( AttributeDefinitions.TagEffect, condition?.Name ?? string.Empty, out var activeCondition) && - activeCondition.SourceGuid == source.Guid; + activeCondition.SourceGuid == guid; + } + + private static bool IsNotConditionSource( + RulesetCharacter conditionHolder, [CanBeNull] ConditionDefinition condition, ulong guid) + { + return !conditionHolder.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, condition?.Name ?? string.Empty, out var activeCondition) || + activeCondition.SourceGuid != guid; } private static bool AttackerNextToTargetOrYeomanWithLongbow( diff --git a/SolastaUnfinishedBusiness/Behaviors/ForceConcentrationCheck.cs b/SolastaUnfinishedBusiness/Behaviors/ForceConcentrationCheck.cs index 12c06382c3..e1b9b16006 100644 --- a/SolastaUnfinishedBusiness/Behaviors/ForceConcentrationCheck.cs +++ b/SolastaUnfinishedBusiness/Behaviors/ForceConcentrationCheck.cs @@ -35,16 +35,16 @@ internal static void ProcessConcentratedEffects( var effects = rulesetCharacter.EnumerateActiveEffectsActivatedByMe() .Where(e => e.SourceDefinition.HasSubFeatureOfType()) - .ToList(); + .ToArray(); - if (effects.Count == 0) + if (effects.Length == 0) { return; } var handler = rulesetCharacter.ConcentrationCheckRolled; - effects.ForEach(effect => RollConcentration(effect, rulesetCharacter, damage, damageType, stillConscious)); + effects.Do(effect => RollConcentration(effect, rulesetCharacter, damage, damageType, stillConscious)); rulesetCharacter.ConcentrationCheckRolled = handler; } diff --git a/SolastaUnfinishedBusiness/Behaviors/ForceGlobalUniqueEffects.cs b/SolastaUnfinishedBusiness/Behaviors/ForceGlobalUniqueEffects.cs index fa249f0fb6..3f02de567e 100644 --- a/SolastaUnfinishedBusiness/Behaviors/ForceGlobalUniqueEffects.cs +++ b/SolastaUnfinishedBusiness/Behaviors/ForceGlobalUniqueEffects.cs @@ -61,24 +61,7 @@ internal static void EnforceLimitedInstancePower(CharacterActionUsePower action) } var character = action.ActingCharacter.RulesetCharacter; - var effects = GetLimitedPowerEffects(character, limiter); - - effects.Sort((a, b) => a.Guid.CompareTo(b.Guid)); - - var limit = limiter.GetLimit(character); - var remove = effects.Count - limit; - - for (var i = 0; i < remove; i++) - { - character.TerminatePower(effects[i]); - } - } - - private static List GetLimitedPowerEffects( - RulesetEntity character, - ILimitEffectInstances limit) - { - return EffectHelpers.GetAllEffectsBySourceGuid(character.Guid) + var effects = EffectHelpers.GetAllEffectsBySourceGuid(character.Guid) .OfType() .Where(powerEffect => { @@ -89,9 +72,18 @@ private static List GetLimitedPowerEffects( return false; } - return tmp.Name == limit.Name; + return tmp.Name == limiter.Name; }) - .ToList(); + .OrderBy(x => x.Guid) + .ToArray(); + + var limit = limiter.GetLimit(character); + var remove = effects.Length - limit; + + for (var i = 0; i < remove; i++) + { + character.TerminatePower(effects[i]); + } } /** diff --git a/SolastaUnfinishedBusiness/Behaviors/RestrictEffectToNotTerminateWhileUnconscious.cs b/SolastaUnfinishedBusiness/Behaviors/RestrictEffectToNotTerminateWhileUnconscious.cs index 1ece6c40a2..6adfa1ba05 100644 --- a/SolastaUnfinishedBusiness/Behaviors/RestrictEffectToNotTerminateWhileUnconscious.cs +++ b/SolastaUnfinishedBusiness/Behaviors/RestrictEffectToNotTerminateWhileUnconscious.cs @@ -27,12 +27,12 @@ internal static IEnumerator TerminateAllSpellsAndEffects( } //store and remove spell effects that don't need termination - var spells = character.spellsCastByMe.Where(Match).ToList(); + var spells = character.spellsCastByMe.Where(Match).ToArray(); character.spellsCastByMe.RemoveAll(Match); //store and remove power effects that don't need termination - var powers = character.powersUsedByMe.Where(Match).ToList(); + var powers = character.powersUsedByMe.Where(Match).ToArray(); character.powersUsedByMe.RemoveAll(Match); //call default method diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs index 10ad68555f..bab2e08e3a 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs @@ -407,7 +407,7 @@ private static void ResortPerformancesOfType(GameLocationCharacter character, { var features = allFeatures .Where(x => x.feature is IAdditionalActionsProvider f && f.ActionType == type) - .ToList(); + .ToArray(); var filters = character.ActionPerformancesByType[type]; var filtersCount = filters.Count; @@ -435,9 +435,9 @@ private static void ResortPerformancesOfType(GameLocationCharacter character, // ReSharper disable once InvocationIsSkipped Main.Log($"ResortPerformancesOfType [{character.Name}] {type} : [{string.Join(", ", list)}] rank: {rank}"); - var sorted = list.Select(k => filters[k]).ToList(); + var sorted = list.Select(k => filters[k]).ToArray(); - if (rank < sorted.Count) + if (rank < sorted.Length) { var data = PerformanceFilterExtraData.GetData(sorted[rank]); diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs index 62df926e9d..abedb3d353 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs @@ -86,9 +86,9 @@ internal static List PerformAttackAfterUse(CharacterActio var caster = actionParams.ActingCharacter; var targets = actionParams.TargetCharacters .Where(t => CanAttack(caster, t)) - .ToList(); + .ToArray(); - if (targets.Count == 0) + if (targets.Length == 0) { return attacks; } diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/AttacksOfOpportunity.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/AttacksOfOpportunity.cs index b89f1e89ca..c33b9cf7fd 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/AttacksOfOpportunity.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/AttacksOfOpportunity.cs @@ -33,7 +33,7 @@ internal static IEnumerator ProcessOnCharacterAttackFinished( var units = Gui.Battle.AllContenders .Where(u => u.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList(); // avoid changing enumerator + .ToArray(); // avoid changing enumerator //Process other participants of the battle foreach (var unit in units @@ -64,7 +64,7 @@ internal static IEnumerator ProcessOnCharacterMoveEnd(GameLocationCharacter move var battleManager = ServiceRepository.GetService() as GameLocationBattleManager; var units = Gui.Battle.AllContenders .Where(u => u.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList(); // avoid changing enumerator + .ToArray(); // avoid changing enumerator //Process other participants of the battle foreach (var unit in units) diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/DefensiveStrikeAttack.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/DefensiveStrikeAttack.cs index 96b5c99ab0..c174450d72 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/DefensiveStrikeAttack.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/DefensiveStrikeAttack.cs @@ -26,7 +26,7 @@ internal static IEnumerator ProcessOnCharacterAttackFinished( var units = Gui.Battle.AllContenders .Where(u => u.RulesetCharacter is { IsDeadOrUnconscious: false }) - .ToList(); // avoid changing enumerator + .ToArray(); // avoid changing enumerator //Process other participants of the battle foreach (var unit in units diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/PowerBundle.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/PowerBundle.cs index 60b3534887..4c9a237572 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/PowerBundle.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/PowerBundle.cs @@ -781,7 +781,7 @@ internal Bundle( SubPowers = [..subPowers]; TerminateAll = terminateAll; - var subSpells = SubPowers.Select(RegisterPower).ToList(); + var subSpells = SubPowers.Select(RegisterPower).ToArray(); Repertoire = new RulesetSpellRepertoire(); Repertoire.KnownSpells.AddRange(subSpells); diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/UpcastConjureElementalAndFey.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/UpcastConjureElementalAndFey.cs index 8e44ff511d..f531b20f99 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/UpcastConjureElementalAndFey.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/UpcastConjureElementalAndFey.cs @@ -43,10 +43,11 @@ internal static bool CheckSubSpellActivated(SubspellSelectionModal __instance, i internal static List SubspellsList([NotNull] SpellDefinition masterSpell, int slotLevel) { var subspellsList = masterSpell.SubspellsList; - var mySlotLevel = masterSpell.Name == DatabaseHelper.SpellDefinitions.ConjureElemental.Name - || masterSpell.Name == DatabaseHelper.SpellDefinitions.ConjureFey.Name - ? slotLevel - : -1; + var mySlotLevel = + masterSpell.Name == DatabaseHelper.SpellDefinitions.ConjureElemental.Name || + masterSpell.Name == DatabaseHelper.SpellDefinitions.ConjureFey.Name + ? slotLevel + : -1; if (!Main.Settings.EnableUpcastConjureElementalAndFey || mySlotLevel < 0 || subspellsList == null || subspellsList.Count == 0) @@ -82,11 +83,10 @@ internal static List SubspellsList([NotNull] SpellDefinition ma .OrderBy(s => Gui.Localize(s.GuiPresentation.Title)) }) .Where(s => s.ChallengeRating <= mySlotLevel) - .OrderByDescending(s => s.ChallengeRating) - .ToList(); + .OrderByDescending(s => s.ChallengeRating); var allOrMostPowerful = Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey - ? subspellsGroupedAndFilteredByCR.Take(1).ToList() + ? subspellsGroupedAndFilteredByCR.Take(1) : subspellsGroupedAndFilteredByCR; _filteredSubspells = allOrMostPowerful.SelectMany(s => s.SpellDefinitions).ToList(); diff --git a/SolastaUnfinishedBusiness/Behaviors/TrackItemsCarefully.cs b/SolastaUnfinishedBusiness/Behaviors/TrackItemsCarefully.cs index b34895668c..dc21e9affa 100644 --- a/SolastaUnfinishedBusiness/Behaviors/TrackItemsCarefully.cs +++ b/SolastaUnfinishedBusiness/Behaviors/TrackItemsCarefully.cs @@ -32,7 +32,7 @@ internal static void FixDynamicPropertiesWithoutEffect() .GetService() .RulesetEntities.Values.OfType() .Where(IsOrphaned) - .ToList(); + .ToArray(); foreach (var property in properties) { @@ -60,11 +60,11 @@ private static void ProcessSummonedItems(RulesetEffect activeEffect, { var characters = allEntities? .OfType() - .ToList(); + .ToArray(); var containers = allEntities? .OfType() - .ToList(); + .ToArray(); var itemService = ServiceRepository.GetService(); @@ -112,14 +112,14 @@ private static void ProcessItemProperties( return; } - var items = allEntities.OfType().ToList(); + var items = allEntities.OfType().ToArray(); foreach (var item in items) { var propertyGuids = activeEffect.trackedItemPropertyGuids; var properties = item.DynamicItemProperties .Where(p => propertyGuids.Contains(p.guid)) - .ToList(); + .ToArray(); foreach (var itemProperty in properties) { diff --git a/SolastaUnfinishedBusiness/Builders/EffectFormBuilder.cs b/SolastaUnfinishedBusiness/Builders/EffectFormBuilder.cs index fcd4688f4d..0143362780 100644 --- a/SolastaUnfinishedBusiness/Builders/EffectFormBuilder.cs +++ b/SolastaUnfinishedBusiness/Builders/EffectFormBuilder.cs @@ -372,9 +372,7 @@ internal EffectFormBuilder SetItemPropertyForm( { var itemForm = new ItemPropertyForm { - usageLimitation = usageLimitation, - useAmount = useAmount, - featureBySlotLevel = featureBySlotLevel.ToList() + usageLimitation = usageLimitation, useAmount = useAmount, featureBySlotLevel = [.. featureBySlotLevel] }; _effectForm.itemPropertyForm = itemForm; @@ -457,7 +455,7 @@ internal EffectFormBuilder SetReviveForm( { maxSecondsSinceDeath = secondsSinceDeath, reviveHitPoints = reviveHitPoints, - removedConditions = removedConditions.ToList() + removedConditions = [.. removedConditions] }; _effectForm.reviveForm = reviveForm; diff --git a/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionAutoPreparedSpellsBuilder.cs b/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionAutoPreparedSpellsBuilder.cs index 626c67d902..fcea66a8b4 100644 --- a/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionAutoPreparedSpellsBuilder.cs +++ b/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionAutoPreparedSpellsBuilder.cs @@ -1,5 +1,4 @@ using System; -using System.Linq; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.LanguageExtensions; using static FeatureDefinitionAutoPreparedSpells; @@ -16,7 +15,7 @@ internal FeatureDefinitionAutoPreparedSpellsBuilder AddPreparedSpellGroup( { Definition.AutoPreparedSpellsGroups.Add(new AutoPreparedSpellsGroup { - ClassLevel = classLevel, spellsList = spells.ToList() + ClassLevel = classLevel, spellsList = [.. spells] }); return this; } @@ -59,6 +58,6 @@ internal static class AutoPreparedSpellsGroupBuilder { internal static AutoPreparedSpellsGroup BuildSpellGroup(int classLevel, params SpellDefinition[] spells) { - return new AutoPreparedSpellsGroup { ClassLevel = classLevel, SpellsList = spells.ToList() }; + return new AutoPreparedSpellsGroup { ClassLevel = classLevel, SpellsList = [.. spells] }; } } diff --git a/SolastaUnfinishedBusiness/ChangelogHistory.txt b/SolastaUnfinishedBusiness/ChangelogHistory.txt index 8eb6e81488..d8e7b8866c 100644 --- a/SolastaUnfinishedBusiness/ChangelogHistory.txt +++ b/SolastaUnfinishedBusiness/ChangelogHistory.txt @@ -1,3 +1,19 @@ +1.5.97.33: + +- added homebrew Brawler feat +- fixed Armor of Agathys spell condition removal, and damage determination logic +- fixed guests, monsters, and NPCs spell casting soft locking the game +- fixed Create Bonfire cantrip recurrent damage dice number determination +- fixed RESPEC invalid save state introduced on v32 [doesn't fix broken saves] +- improved Grapple behavior with larger targets pathfinding, and movement blockers + +KNOWN ISSUES: + +- Artillerist Force Ballista tiny cannon won't force disadvantage if defender is within 5 ft +- Chaos Bolt spell damage won't deal the correct damage type if under multiplayer, twinned, and one bolt misses +- Dissonant Whisper spell will de-synchronize sessions if under multiplayer +- Grappled character won't trigger OnMove or OnEnter environment effects if dragged + 1.5.97.32: - added General > Character > 'Add grapple action to all playable races' @@ -26,11 +42,6 @@ - improved slot type SHIFT key modifier to only require the key pressed on modals clicks, and also work on multiplayer - improved tooltips to be wider, and better fully render at 1080p or lower resolutions as one in Steam Deck -KNOWN ISSUES: - -- Artillerist Force Ballista tiny cannon doesn't force disadvantage if attack is within 5 ft -- Chaos Bolt spell damage will be of wrong type under multiplayer if twinned and one bolt misses [won't fix] - 1.5.97.31: - added Interface > Game UI > 'Show preview of Push and Pull effects' diff --git a/SolastaUnfinishedBusiness/CustomUI/CharacterInspectionScreenEnhancement.cs b/SolastaUnfinishedBusiness/CustomUI/CharacterInspectionScreenEnhancement.cs index 0eb12d298d..68a9c3fe08 100644 --- a/SolastaUnfinishedBusiness/CustomUI/CharacterInspectionScreenEnhancement.cs +++ b/SolastaUnfinishedBusiness/CustomUI/CharacterInspectionScreenEnhancement.cs @@ -299,8 +299,8 @@ internal static void SwapClassAndBackground(CharacterInformationPanel panel) labelsGroup = ClassSelector.FindChildRecursive("LabelsGroup"); } - var classesTitles = hero.ClassesAndLevels.Select(x => x.Key.FormatTitle()).ToList(); - var classesCount = classesTitles.Count; + var classesTitles = hero.ClassesAndLevels.Select(x => x.Key.FormatTitle()).ToArray(); + var classesCount = classesTitles.Length; for (var i = 0; i < classesCount; i++) { diff --git a/SolastaUnfinishedBusiness/CustomUI/CursorMotionHelper.cs b/SolastaUnfinishedBusiness/CustomUI/CursorMotionHelper.cs index e3206ca2d8..48d2f7ea54 100644 --- a/SolastaUnfinishedBusiness/CustomUI/CursorMotionHelper.cs +++ b/SolastaUnfinishedBusiness/CustomUI/CursorMotionHelper.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Linq; +using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.LanguageExtensions; @@ -186,9 +187,9 @@ private void DestroyHelper(ulong guid) private void DestroyHelpers() { - var helpers = _helpers.Values.ToList(); + var helpers = _helpers.Values.ToArray(); _helpers.Clear(); - helpers.ForEach(DestroyHelper); + helpers.Do(DestroyHelper); } private int3 GetTargetShift(GameLocationCharacter target) diff --git a/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSelectionPanel.cs b/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSelectionPanel.cs index 0b9ee07068..eaa311d000 100644 --- a/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSelectionPanel.cs +++ b/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSelectionPanel.cs @@ -285,7 +285,7 @@ private void GrantAcquiredFeatures(Action onDone = null) var command = ServiceRepository.GetService(); //remove all trained custom invocations - var entries = heroBuildingData.levelupTrainedInvocations.ToList(); + var entries = heroBuildingData.levelupTrainedInvocations.ToArray(); foreach (var entry in entries) { @@ -305,7 +305,7 @@ private void GrantAcquiredFeatures(Action onDone = null) } //remove all unlearned custom invocations - entries = heroBuildingData.unlearnedInvocations.ToList(); + entries = [.. heroBuildingData.unlearnedInvocations]; foreach (var entry in entries) { diff --git a/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSubPanel.cs b/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSubPanel.cs index a4257fa30b..38bb1dec8a 100644 --- a/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSubPanel.cs +++ b/SolastaUnfinishedBusiness/CustomUI/CustomInvocationSubPanel.cs @@ -121,9 +121,9 @@ public static void AddCustomSubPanels(ProficienciesPanel panel) var siblingIndex = invocationTransform.GetSiblingIndex() + 1; var index = panel.subPanels.Length; - var poolTypes = InvocationPoolTypeCustom.Pools.All.Where(p => !p.Hidden).ToList(); + var poolTypes = InvocationPoolTypeCustom.Pools.All.Where(p => !p.Hidden).ToArray(); - Array.Resize(ref panel.subPanels, index + poolTypes.Count); + Array.Resize(ref panel.subPanels, index + poolTypes.Length); foreach (var pool in poolTypes) { diff --git a/SolastaUnfinishedBusiness/CustomUI/ReactionRequestSpendSpellSlotExtended.cs b/SolastaUnfinishedBusiness/CustomUI/ReactionRequestSpendSpellSlotExtended.cs index 88729d1582..13d5a068ed 100644 --- a/SolastaUnfinishedBusiness/CustomUI/ReactionRequestSpendSpellSlotExtended.cs +++ b/SolastaUnfinishedBusiness/CustomUI/ReactionRequestSpendSpellSlotExtended.cs @@ -1,4 +1,5 @@ -using System.Linq; +using System; +using System.Linq; using SolastaUnfinishedBusiness.Api; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Models; @@ -41,7 +42,7 @@ internal ReactionRequestSpendSpellSlotExtended(CharacterActionParams actionParam } public override int SelectedSubOption => - SubOptionsAvailability.Keys.ToList().FindIndex(v => v == ReactionParams.IntParameter); + Array.IndexOf([.. SubOptionsAvailability.Keys], ReactionParams.IntParameter); public override string SuboptionTag => ReactionParams.StringParameter; @@ -78,6 +79,6 @@ public override string FormatTitle() public override void SelectSubOption(int option) { - ReactionParams.IntParameter = SubOptionsAvailability.Keys.ToList()[option]; + ReactionParams.IntParameter = SubOptionsAvailability.Keys.ToArray()[option]; } } diff --git a/SolastaUnfinishedBusiness/DataViewer/ReflectionTree.cs b/SolastaUnfinishedBusiness/DataViewer/ReflectionTree.cs index 20e96c572d..febf0109ae 100644 --- a/SolastaUnfinishedBusiness/DataViewer/ReflectionTree.cs +++ b/SolastaUnfinishedBusiness/DataViewer/ReflectionTree.cs @@ -483,6 +483,7 @@ private void UpdateFieldNodes() FindOrCreateChildForValue(nodeType.MakeGenericType(Type, InstType, child.FieldType), this, child.Name)) .ToList(); + _fieldNodes.Sort((x, y) => String.Compare(x.Name, y.Name, StringComparison.CurrentCultureIgnoreCase)); } diff --git a/SolastaUnfinishedBusiness/Definitions/FeatureDefinitionGrantInvocations.cs b/SolastaUnfinishedBusiness/Definitions/FeatureDefinitionGrantInvocations.cs index 7814d6af05..e6d8de35ad 100644 --- a/SolastaUnfinishedBusiness/Definitions/FeatureDefinitionGrantInvocations.cs +++ b/SolastaUnfinishedBusiness/Definitions/FeatureDefinitionGrantInvocations.cs @@ -14,9 +14,9 @@ internal static void GrantInvocations( { var features = grantedFeatures .OfType() - .ToList(); + .ToArray(); - if (features.Count == 0) + if (features.Length == 0) { return; } @@ -36,9 +36,9 @@ internal static void RemoveInvocations( { var features = removedFeatures .OfType() - .ToList(); + .ToArray(); - if (features.Count == 0) + if (features.Length == 0) { return; } diff --git a/SolastaUnfinishedBusiness/Definitions/InvocationPoolTypeCustom.cs b/SolastaUnfinishedBusiness/Definitions/InvocationPoolTypeCustom.cs index e482b2ce6c..6f9452c2e7 100644 --- a/SolastaUnfinishedBusiness/Definitions/InvocationPoolTypeCustom.cs +++ b/SolastaUnfinishedBusiness/Definitions/InvocationPoolTypeCustom.cs @@ -108,7 +108,7 @@ internal static void RefreshAll() { var invocations = DatabaseRepository.GetDatabase() .OfType() - .ToList(); + .ToArray(); foreach (var pool in PrivatePools) { diff --git a/SolastaUnfinishedBusiness/Displays/PartyEditor.cs b/SolastaUnfinishedBusiness/Displays/PartyEditor.cs index a132f2ed89..e1470479f3 100644 --- a/SolastaUnfinishedBusiness/Displays/PartyEditor.cs +++ b/SolastaUnfinishedBusiness/Displays/PartyEditor.cs @@ -178,7 +178,7 @@ internal static void OnGUI() var expertisesHash = hero.TrainedExpertises.ToHashSet(); var currentSkills = hero.TrainedSkills.Cast(); var currentTools = hero.TrainedToolTypes.Cast(); - var current = currentSkills.Union(currentTools).ToList(); + var current = currentSkills.Union(currentTools).ToArray(); Browser.OnGUI( _selectedToggle.ToString(), ref changed, diff --git a/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs b/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs index 9f3e4857fe..1db14aa91b 100644 --- a/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs @@ -182,11 +182,10 @@ private static void RefreshPatchInfoOfAllMods() { var patches = Harmony.GetPatchInfo(method); - _patches.Add(method, patches.Prefixes + _patches.Add(method, [.. patches.Prefixes .Concat(patches.Transpilers) .Concat(patches.Postfixes) - .OrderByDescending(patch => patch.priority) - .ToList()); + .OrderByDescending(patch => patch.priority)]); } } } diff --git a/SolastaUnfinishedBusiness/Feats/GroupFeats.cs b/SolastaUnfinishedBusiness/Feats/GroupFeats.cs index 54a3d2dc36..480bbd448e 100644 --- a/SolastaUnfinishedBusiness/Feats/GroupFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/GroupFeats.cs @@ -15,6 +15,7 @@ internal static class GroupFeats internal const string Piercer = "Piercer"; internal const string Crusher = "Crusher"; internal const string DevastatingStrikes = "DevastatingStrikes"; + internal const string Grappler = "Grappler"; internal const string OldTactics = "OldTactics"; internal const string FightingStyle = "FightingStyle"; @@ -143,9 +144,9 @@ private static void MakeFeatGroupHalfAttributes() AttributeDefinitions.AbilityScoreNames.Contains(y.ModifiedAttribute) && y.ModifierOperation == AttributeModifierOperation.Additive && y.ModifierValue == 1) - .ToList(); + .ToArray(); - if (attributeModifiers.Count != 1) + if (attributeModifiers.Length != 1) { continue; } diff --git a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs index a6424a63c7..4444bf7ae0 100644 --- a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs @@ -565,7 +565,7 @@ private static FeatDefinition BuildCharger() .AddCustomSubFeatures( new AddExtraMainHandAttack( ActionType.Bonus, - ValidatorsCharacter.HasMeleeWeaponOrUnarmedInMainHand, + ValidatorsCharacter.HasMeleeWeaponInMainHandOrUnarmed, ValidatorsCharacter.HasAnyOfConditions(ConditionDashing))) .AddToDB(); diff --git a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs index 13caae2ee9..6d754422da 100644 --- a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs @@ -1,4 +1,5 @@ -using System.Collections; +using System; +using System.Collections; using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; @@ -43,22 +44,11 @@ internal static class OtherFeats internal const string FeatMagicInitiateTag = "Initiate"; internal const string FeatSpellSniperTag = "Sniper"; - #region Grappler - - // it's all handled in grapplerContext except for strength increase - internal static readonly FeatDefinition FeatGrappler = FeatDefinitionBuilder - .Create("FeatGrappler") - .SetGuiPresentation(Category.Feat) - .AddFeatures(AttributeModifierCreed_Of_Einar) - .SetAbilityScorePrerequisite(AttributeDefinitions.Strength, 13) - .AddToDB(); - - #endregion - internal static void CreateFeats([NotNull] List feats) { var featAcrobat = BuildAcrobat(); var featArcaneArcherAdept = BuildArcaneArcherAdept(); + var featBrawler = BuildBrawler(); var featDungeonDelver = BuildDungeonDelver(); var featEldritchAdept = BuildEldritchAdept(); var featFightingInitiate = BuildFightingInitiate(); @@ -97,11 +87,13 @@ internal static void CreateFeats([NotNull] List feats) featAcrobat, FeatAlert, featArcaneArcherAdept, + featBrawler, featDungeonDelver, featEldritchAdept, featFrostAdaptation, featGiftOfTheChromaticDragon, - FeatGrappler, + FeatGrapplerStr, + FeatGrapplerDex, featHealer, featInfusionAdept, featInspiringLeader, @@ -125,6 +117,10 @@ internal static void CreateFeats([NotNull] List feats) featVersatilityAdept, featWarCaster); + var featGroupGrappler = GroupFeats.MakeGroup("FeatGroupGrappler", GroupFeats.Grappler, + FeatGrapplerStr, + FeatGrapplerDex); + GroupFeats.FeatGroupBodyResilience.AddFeats( athleteGroup, featDungeonDelver, @@ -157,8 +153,9 @@ internal static void CreateFeats([NotNull] List feats) GroupFeats.FeatGroupSupportCombat.AddFeats( featGiftOfTheChromaticDragon, + featBrawler, chefGroup, - FeatGrappler, + featGroupGrappler, featHealer, featInspiringLeader, featLucky, @@ -595,6 +592,77 @@ private static FeatDefinition BuildPolearmExpert() #endregion + #region Brawler + + private static FeatDefinition BuildBrawler() + { + const string Name = "FeatBrawler"; + + var actionAffinityGrappleBonus = + FeatureDefinitionActionAffinityBuilder + .Create($"ActionAffinity{Name}GrappleBonus") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((Id)ExtraActionId.GrappleBonus) + .AddCustomSubFeatures( + new ValidateDefinitionApplication(ValidatorsCharacter.HasAttacked, ValidatorsCharacter.HasFreeHand), + new AddExtraUnarmedAttack( + ActionType.Bonus, ValidatorsCharacter.HasAttacked, ValidatorsCharacter.HasFreeHand), + new UpgradeWeaponDice((_, d) => (Math.Max(1, d.DiceNumber), DieType.D6, DieType.D6), + (a, _, _) => a + ?.SourceDefinition is ItemDefinition itemDefinition && + itemDefinition == ItemDefinitions.UnarmedStrikeBase), + new UpgradeWeaponDice((_, d) => (Math.Max(1, d.DiceNumber), DieType.D8, DieType.D8), + (_, _, c) => ValidatorsCharacter.HasBothHandsFree(c))) + .AddToDB(); + + return FeatDefinitionBuilder + .Create(Name) + .SetGuiPresentation(Category.Feat) + .SetFeatures(AttributeModifierCreed_Of_Einar, actionAffinityGrappleBonus) + .SetAbilityScorePrerequisite(AttributeDefinitions.Strength, 13) + .AddToDB(); + } + + #endregion + + #region Grappler + + private static readonly FeatDefinition FeatGrapplerDex = FeatDefinitionBuilder + .Create("FeatGrapplerDex") + .SetGuiPresentation(Category.Feat) + .AddFeatures(AttributeModifierCreed_Of_Misaye) + .SetAbilityScorePrerequisite(AttributeDefinitions.Dexterity, 13) + .SetFeatFamily(GroupFeats.Grappler) + .AddToDB(); + + private static readonly FeatDefinition FeatGrapplerStr = FeatDefinitionBuilder + .Create("FeatGrapplerStr") + .SetGuiPresentation(Category.Feat) + .AddFeatures(AttributeModifierCreed_Of_Einar) + .SetAbilityScorePrerequisite(AttributeDefinitions.Strength, 13) + .SetFeatFamily(GroupFeats.Grappler) + .AddToDB(); + + internal static void MaybeChangeGrapplerConditionForGrappleFeatBehavior( + RulesetCharacter attacker, + RulesetCharacter defender, + ref string sourceConditionName) + { + var hero = attacker.GetOriginalHero(); + + if (hero != null && + (hero.TrainedFeats.Contains(FeatGrapplerDex) || + hero.TrainedFeats.Contains(FeatGrapplerStr))) + { + sourceConditionName = + attacker.SizeDefinition.WieldingSize < defender.SizeDefinition.WieldingSize + ? GrappleContext.ConditionGrappleSourceWithGrapplerLargerName + : GrappleContext.ConditionGrappleSourceWithGrapplerName; + } + } + + #endregion + #region Stealthy private const string FeatStealthyName = "FeatStealthy"; diff --git a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs index 8ff28ae4b3..79c31659e6 100644 --- a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs @@ -921,7 +921,7 @@ private static FeatDefinition BuildDragonFear(List feats) .Build()) .AddToDB(); - power.AddCustomSubFeatures(new MagicEffectFinishedByMeAnyDragonFear(power)); + power.AddCustomSubFeatures(new MagicEffectFinishedByMeDragonFear(power)); var featDragonFearStr = FeatDefinitionWithPrerequisitesBuilder .Create("FeatDragonFearStr") @@ -958,17 +958,21 @@ private static FeatDefinition BuildDragonFear(List feats) featDragonFearCha); } - private sealed class MagicEffectFinishedByMeAnyDragonFear( - FeatureDefinitionPower powerDragonFear) : IActionFinishedByMe + private sealed class MagicEffectFinishedByMeDragonFear( + FeatureDefinitionPower powerDragonFear) : IMagicEffectFinishedByMe { - public IEnumerator OnActionFinishedByMe(CharacterAction action) + public IEnumerator OnMagicEffectFinishedByMe( + CharacterAction action, + GameLocationCharacter attacker, + List targets) { - if (action.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower) + if (action.ActionParams.RulesetEffect is not RulesetEffectPower rulesetEffectPower) { yield break; } RulesetUsablePower usablePower; + var rulesetAttacker = action.ActingCharacter.RulesetCharacter; if (rulesetEffectPower.PowerDefinition.Name.StartsWith("PowerDragonbornBreathWeapon")) diff --git a/SolastaUnfinishedBusiness/FightingStyles/Interception.cs b/SolastaUnfinishedBusiness/FightingStyles/Interception.cs index ee846b1b85..8f4581214a 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Interception.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Interception.cs @@ -89,9 +89,11 @@ public IEnumerator OnTryAlterOutcomeAttack( } var rulesetHelper = helper.RulesetCharacter; + var mainHand = rulesetHelper.GetMainWeapon(); + var offHand = rulesetHelper.GetOffhandWeapon(); - if (ValidatorsWeapon.IsUnarmed(rulesetHelper.GetMainWeapon()?.ItemDefinition) && - ValidatorsWeapon.IsUnarmed(rulesetHelper.GetOffhandWeapon()?.ItemDefinition)) + if (ValidatorsWeapon.IsUnarmed(mainHand) && + ValidatorsWeapon.IsUnarmed(offHand)) { yield break; } diff --git a/SolastaUnfinishedBusiness/Info.json b/SolastaUnfinishedBusiness/Info.json index 34fc52b76d..90108ac3f7 100644 --- a/SolastaUnfinishedBusiness/Info.json +++ b/SolastaUnfinishedBusiness/Info.json @@ -1,7 +1,7 @@ { "Id": "SolastaUnfinishedBusiness", "DisplayName": "[Un] Finished Business", - "Version": "1.5.97.31", + "Version": "1.5.97.33", "GameVersion": "1.5.97", "ManagerVersion": "0.24.0", "AssemblyName": "SolastaUnfinishedBusiness.dll", diff --git a/SolastaUnfinishedBusiness/Interfaces/IMoveStepStarted.cs b/SolastaUnfinishedBusiness/Interfaces/IMoveStepStarted.cs index 785fe45816..1b203325c2 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IMoveStepStarted.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IMoveStepStarted.cs @@ -1,4 +1,4 @@ - using TA; +using TA; namespace SolastaUnfinishedBusiness.Interfaces; diff --git a/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttack.cs b/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttack.cs index a292c5ef5a..20ad7f3084 100644 --- a/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttack.cs +++ b/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttack.cs @@ -43,7 +43,7 @@ private static void CollectHandlers() foreach (var unit in contenders .Where(u => u.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList()) + .ToArray()) { Handlers.AddRange(unit.RulesetCharacter.GetSubFeaturesByType() .Select(handler => (handler, unit))); diff --git a/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttributeCheck.cs b/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttributeCheck.cs index 544b569aa5..432f61da04 100644 --- a/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttributeCheck.cs +++ b/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeAttributeCheck.cs @@ -357,7 +357,7 @@ internal static IEnumerator HandleITryAlterOutcomeAttributeCheck( foreach (var unit in contenders .Where(u => u.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList()) + .ToArray()) { var hasUnit = actionService.PendingReactionRequestGroups.Count > 0 && diff --git a/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeSavingThrow.cs b/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeSavingThrow.cs index f02e8d1732..830c80f301 100644 --- a/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeSavingThrow.cs +++ b/SolastaUnfinishedBusiness/Interfaces/ITryAlterOutcomeSavingThrow.cs @@ -89,7 +89,7 @@ private static IEnumerable TryAlterOutcomeSavingThrowHandler( foreach (var unit in contenders .Where(u => u.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList()) + .ToArray()) { foreach (var feature in unit.RulesetCharacter .GetSubFeaturesByType()) diff --git a/SolastaUnfinishedBusiness/ItemCrafting/_ItemRecipeGenerationHelper.cs b/SolastaUnfinishedBusiness/ItemCrafting/_ItemRecipeGenerationHelper.cs index 90e4c483b8..be5e486300 100644 --- a/SolastaUnfinishedBusiness/ItemCrafting/_ItemRecipeGenerationHelper.cs +++ b/SolastaUnfinishedBusiness/ItemCrafting/_ItemRecipeGenerationHelper.cs @@ -137,7 +137,7 @@ internal static void AddIngredientEnchanting() .SetCraftedItem(item) .SetCraftingCheckData(16, 16, DatabaseHelper.ToolTypeDefinitions.EnchantingToolType) .AddToDB()) - .ToList(); + .ToArray(); const string GROUP_KEY = "EnchantingIngredients"; @@ -228,17 +228,6 @@ internal static void AddFactionItems() { CaerLem_Gate_Plaque, Art_Item_25_GP_SilverChalice } }; - var recipes = forgeryToIngredient.Keys - .Select( - item => RecipeDefinitionBuilder - .Create("RecipeForgery" + item.Name) - .AddIngredients(forgeryToIngredient[item]) - .SetCraftedItem(item) - .SetCraftingCheckData(16, 16, DatabaseHelper.ToolTypeDefinitions.ArtisanToolSmithToolsType) - .SetGuiPresentation(item.GuiPresentation) - .AddToDB()) - .ToList(); - var scrollForgeries = new Dictionary { { BONEKEEP_AkshasJournal, Ingredient_AngryViolet }, @@ -250,15 +239,25 @@ internal static void AddFactionItems() { CAERLEM_Daliat_Document, Ingredient_Skarn } }; - recipes.AddRange(scrollForgeries.Keys + var recipes = forgeryToIngredient.Keys .Select( item => RecipeDefinitionBuilder .Create("RecipeForgery" + item.Name) - .AddIngredients(scrollForgeries[item]) + .AddIngredients(forgeryToIngredient[item]) .SetCraftedItem(item) - .SetCraftingCheckData(16, 16, DatabaseHelper.ToolTypeDefinitions.ScrollKitType) + .SetCraftingCheckData(16, 16, DatabaseHelper.ToolTypeDefinitions.ArtisanToolSmithToolsType) .SetGuiPresentation(item.GuiPresentation) - .AddToDB())); + .AddToDB()) + .Union(scrollForgeries.Keys + .Select( + item => RecipeDefinitionBuilder + .Create("RecipeForgery" + item.Name) + .AddIngredients(scrollForgeries[item]) + .SetCraftedItem(item) + .SetCraftingCheckData(16, 16, DatabaseHelper.ToolTypeDefinitions.ScrollKitType) + .SetGuiPresentation(item.GuiPresentation) + .AddToDB())) + .ToArray(); const string GROUP_KEY = "RelicForgeries"; diff --git a/SolastaUnfinishedBusiness/Models/AiContext.cs b/SolastaUnfinishedBusiness/Models/AiContext.cs index b499493b1e..592dddb298 100644 --- a/SolastaUnfinishedBusiness/Models/AiContext.cs +++ b/SolastaUnfinishedBusiness/Models/AiContext.cs @@ -123,7 +123,7 @@ internal static DecisionPackageDefinition BuildDecisionPackageBreakFree( var scorerBreakFree = CreateActivityScorer(baseDecision, $"BreakFree{conditionName}", true, hasConditionBreakFree, mainActionNotFullyConsumed); - + if (decisionWithRandom) { var wcdRandom = GetWeightedConsiderationDescriptionByDecisionAndConsideration( @@ -139,7 +139,7 @@ internal static DecisionPackageDefinition BuildDecisionPackageBreakFree( scorerBreakFree.Scorer.WeightedConsiderations.Add(random); } - + var decisionBreakFree = DecisionDefinitionBuilder .Create($"DecisionBreakFree{conditionName}") .SetGuiPresentationNoContent(true) diff --git a/SolastaUnfinishedBusiness/Models/BackgroundsContext.cs b/SolastaUnfinishedBusiness/Models/BackgroundsContext.cs index 0b2e7c573d..ffdadef160 100644 --- a/SolastaUnfinishedBusiness/Models/BackgroundsContext.cs +++ b/SolastaUnfinishedBusiness/Models/BackgroundsContext.cs @@ -22,7 +22,7 @@ internal static void Load() // settings paring foreach (var name in Main.Settings.BackgroundEnabled .Where(name => Backgrounds.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.BackgroundEnabled.Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/CharacterContext.cs b/SolastaUnfinishedBusiness/Models/CharacterContext.cs index d9a18a93a9..0f1bdbed3f 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterContext.cs @@ -604,7 +604,7 @@ private static void SwitchDruidKindredBeastToUseCustomInvocationPools() .Select(x => x.FeatureDefinition == FeatureSetKindredSpiritChoice ? new FeatureUnlockByLevel(InvocationPoolKindredSpiritChoice, x.Level) : x) - .ToList(); + .ToArray(); CircleKindred.FeatureUnlocks.SetRange(replacedFeatures); } @@ -815,7 +815,7 @@ private static void SwitchPathOfTheElementsElementalFuryToUseCustomInvocationPoo .Select(x => x.FeatureDefinition == PathOfTheElements.FeatureSetElementalFury ? new FeatureUnlockByLevel(InvocationPoolPathOfTheElementsElementalFuryChoice, x.Level) : x) - .ToList(); + .ToArray(); subclass.FeatureUnlocks.SetRange(replacedFeatures); } @@ -922,7 +922,7 @@ private static void SwitchRangerToUseCustomInvocationPools() : x.FeatureDefinition == AdditionalDamageRangerFavoredEnemyChoice ? new FeatureUnlockByLevel(InvocationPoolRangerPreferredEnemy, x.Level) : x) - .ToList(); + .ToArray(); Ranger.FeatureUnlocks.SetRange(replacedFeatures); @@ -935,7 +935,7 @@ private static void SwitchRangerToUseCustomInvocationPools() x.FeatureDefinition == AdditionalDamageRangerFavoredEnemyChoice ? new FeatureUnlockByLevel(InvocationPoolRangerPreferredEnemy, x.Level) : x) - .ToList(); + .ToArray(); rangerSurvivalist.FeatureUnlocks.SetRange(replacedFeatures); } @@ -1026,7 +1026,7 @@ private static void SwitchSubclassAncestriesToUseCustomInvocationPools( .Select(x => x.FeatureDefinition == featureDefinitionFeatureSet ? new FeatureUnlockByLevel(featureDefinitionCustomInvocationPool, x.Level) : x) - .ToList(); + .ToArray(); characterSubclassDefinition.FeatureUnlocks.SetRange(replacedFeatures); } diff --git a/SolastaUnfinishedBusiness/Models/CharacterExportContext.cs b/SolastaUnfinishedBusiness/Models/CharacterExportContext.cs index 55fe7d91e2..770aeddf84 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterExportContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterExportContext.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using System.IO; using System.Linq; +using HarmonyLib; using JetBrains.Annotations; using TMPro; using UnityEngine; @@ -113,9 +114,9 @@ private static void ExportCharacter([NotNull] RulesetCharacterHero heroCharacter var hitPoints = heroCharacter.CurrentHitPoints; // record current conditions, powers, spells and attunements - var conditions = heroCharacter.ConditionsByCategory.ToList(); - var powers = heroCharacter.PowersUsedByMe.ToList(); - var spells = heroCharacter.SpellsCastByMe.ToList(); + var conditions = heroCharacter.ConditionsByCategory.ToArray(); + var powers = heroCharacter.PowersUsedByMe.ToArray(); + var spells = heroCharacter.SpellsCastByMe.ToArray(); var inventoryItems = new List(); heroCharacter.CharacterInventory.EnumerateAllItems(inventoryItems); @@ -127,7 +128,7 @@ private static void ExportCharacter([NotNull] RulesetCharacterHero heroCharacter ? inventoryItems.FindAll(i => Gui.GameLocation.UserCampaign?.UserItems?.Exists(ui => ui.ReferenceItemDefinition == i.ItemDefinition) == true) - : Enumerable.Empty()).ToList(); + : Enumerable.Empty()).ToArray(); var heroItemGuids = heroCharacter.Items.ConvertAll(i => new { Item = i, i.Guid }); var inventoryItemGuids = inventoryItems.ConvertAll(i => new { Item = i, i.Guid }); @@ -138,7 +139,7 @@ private static void ExportCharacter([NotNull] RulesetCharacterHero heroCharacter heroCharacter.SurName = newSurname; heroCharacter.BuiltIn = false; - customItems.ForEach(x => inventoryItems.Remove(x)); + customItems.Do(x => inventoryItems.Remove(x)); // change attunement to the new character name foreach (var item in attunedItems) @@ -163,7 +164,7 @@ private static void ExportCharacter([NotNull] RulesetCharacterHero heroCharacter heroCharacter.SurName = surName; heroCharacter.BuiltIn = builtin; - customItems.ForEach(x => inventoryItems.Add(x)); + customItems.Do(x => inventoryItems.Add(x)); // restore conditions foreach (var kvp in conditions) diff --git a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs index 48f8bf2ffd..c46b492433 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs @@ -1635,7 +1635,7 @@ private sealed class ActionFinishedByMeDazed( { public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) { - if (characterAction is not CharacterActionMove) + if (characterAction is not (CharacterActionMove or CharacterActionDash)) { yield break; } diff --git a/SolastaUnfinishedBusiness/Models/CustomConditionsContext.cs b/SolastaUnfinishedBusiness/Models/CustomConditionsContext.cs index 1165d321ad..f582b16686 100644 --- a/SolastaUnfinishedBusiness/Models/CustomConditionsContext.cs +++ b/SolastaUnfinishedBusiness/Models/CustomConditionsContext.cs @@ -4,6 +4,7 @@ using System.Linq; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.Helpers; +using SolastaUnfinishedBusiness.Behaviors.Specific; using SolastaUnfinishedBusiness.Builders; using SolastaUnfinishedBusiness.Builders.Features; using SolastaUnfinishedBusiness.CustomUI; @@ -325,11 +326,11 @@ public void OnConditionAdded(RulesetCharacter target, RulesetCondition rulesetCo } else { - // need ToList to avoid enumerator issues with RemoveCondition + // need ToArray to avoid enumerator issues with RemoveCondition foreach (var condition in target.ConditionsByCategory .SelectMany(x => x.Value) .Where(condition => condition.ConditionDefinition.IsSubtypeOf("ConditionFlying")) - .ToList()) + .ToArray()) { //We are not interested in permanent effects if (condition.DurationType == DurationType.Permanent) @@ -472,14 +473,7 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) yield break; } - if (characterAction is not CharacterActionMove && - // also checking attack action to handle reach > 1 scenarios or throw or ranged - characterAction.ActionId is not ( - Id.AttackMain or - Id.AttackOff or - Id.AttackFree or - Id.AttackReadied or - Id.AttackOpportunity)) + if (characterAction is not CharacterActionMove or CharacterActionDash or CharacterActionAttack) { yield break; } @@ -499,7 +493,8 @@ Id.AttackReadied or } // ruleset amount carries the max range for the condition - if (!actingCharacter.IsWithinRange(target, activeCondition.Amount)) + if (DistanceCalculation + .GetDistanceFromCharacter(target, actingCharacter.DestinationPosition) > activeCondition.Amount) { target.RulesetCharacter.RemoveCondition(activeCondition); } @@ -515,7 +510,7 @@ private sealed class CustomBehaviorTaunted : IActionFinishedByMe, IOnConditionAd { public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) { - if (characterAction is not CharacterActionMove) + if (characterAction is not CharacterActionMove or CharacterActionDash) { yield break; } @@ -523,7 +518,7 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) var actingCharacter = characterAction.ActingCharacter; var rulesetCharacter = actingCharacter.RulesetCharacter; - // need ToList to avoid enumerator issues with RemoveCondition + // need ToArray to avoid enumerator issues with RemoveCondition foreach (var rulesetCondition in rulesetCharacter.ConditionsByCategory .SelectMany(x => x.Value) .Where(x => x.ConditionDefinition.Name == Taunted.Name) @@ -534,7 +529,7 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) // ruleset amount carries the max range for the condition t.caster != null && !t.caster.IsWithinRange(actingCharacter, t.b.a.Amount)) .Select(c => c.b.a) - .ToList()) + .ToArray()) { rulesetCharacter.RemoveCondition(rulesetCondition); } diff --git a/SolastaUnfinishedBusiness/Models/DeitiesContext.cs b/SolastaUnfinishedBusiness/Models/DeitiesContext.cs index 3410efd872..e93df191b4 100644 --- a/SolastaUnfinishedBusiness/Models/DeitiesContext.cs +++ b/SolastaUnfinishedBusiness/Models/DeitiesContext.cs @@ -19,7 +19,7 @@ internal static void Load() // settings paring foreach (var name in Main.Settings.DeityEnabled .Where(name => Deities.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.DeityEnabled.Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/DmProEditorContext.cs b/SolastaUnfinishedBusiness/Models/DmProEditorContext.cs index 9cd659338d..90598d0f45 100644 --- a/SolastaUnfinishedBusiness/Models/DmProEditorContext.cs +++ b/SolastaUnfinishedBusiness/Models/DmProEditorContext.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using System.IO; using System.Linq; +using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api; using SolastaUnfinishedBusiness.Api.Helpers; @@ -47,9 +48,9 @@ internal static void BackupAndDelete([NotNull] string path, [NotNull] UserConten var backupFiles = Directory .EnumerateFiles(backupDirectory, compliantTitle + "*") .OrderBy(f => f) - .ToList(); + .ToArray(); - for (var i = 0; i <= backupFiles.Count - MaxBackupFilesPerLocationCampaign; i++) + for (var i = 0; i <= backupFiles.Length - MaxBackupFilesPerLocationCampaign; i++) { File.Delete(backupFiles[i]); } @@ -359,8 +360,8 @@ private static void SetModdedGadgetsHiddenStatus() var dbGadgetBlueprint = DatabaseRepository.GetDatabase(); dbGadgetBlueprint - .Where(x => x.Name.EndsWith("MOD")).ToList() - .ForEach(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); + .Where(x => x.Name.EndsWith("MOD")).ToArray() + .Do(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); } private static void SetModdedPropsHiddenStatus() @@ -368,8 +369,8 @@ private static void SetModdedPropsHiddenStatus() var dbPropBlueprint = DatabaseRepository.GetDatabase(); dbPropBlueprint - .Where(x => x.Name.EndsWith("MOD")).ToList() - .ForEach(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); + .Where(x => x.Name.EndsWith("MOD")).ToArray() + .Do(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); } private static void SetModdedRoomsHiddenStatus() @@ -377,12 +378,12 @@ private static void SetModdedRoomsHiddenStatus() var dbRoomBlueprint = DatabaseRepository.GetDatabase(); dbRoomBlueprint - .Where(x => x.Name.EndsWith("MOD")).ToList() - .ForEach(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); + .Where(x => x.Name.EndsWith("MOD")).ToArray() + .Do(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); dbRoomBlueprint - .Where(x => x.Name.StartsWith("Flat")).ToList() - .ForEach(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); + .Where(x => x.Name.StartsWith("Flat")).ToArray() + .Do(y => y.GuiPresentation.hidden = !Main.Settings.EnableDungeonMakerModdedContent); } private enum ExtendedDungeonSize diff --git a/SolastaUnfinishedBusiness/Models/DocumentationContext.cs b/SolastaUnfinishedBusiness/Models/DocumentationContext.cs index 147fa7f2d9..ee11ecbb1e 100644 --- a/SolastaUnfinishedBusiness/Models/DocumentationContext.cs +++ b/SolastaUnfinishedBusiness/Models/DocumentationContext.cs @@ -481,7 +481,7 @@ private static string GetMonsterBlock([NotNull] MonsterDefinition monsterDefinit FeatureDefinitionCastSpell featureDefinitionCastSpell = null; foreach (var featureDefinition in monsterDefinition.Features - .Where(x => x != null) + .Where(x => x) .OrderBy(x => x.Name)) { switch (featureDefinition) diff --git a/SolastaUnfinishedBusiness/Models/FeatsContext.cs b/SolastaUnfinishedBusiness/Models/FeatsContext.cs index c2698e491d..7312046154 100644 --- a/SolastaUnfinishedBusiness/Models/FeatsContext.cs +++ b/SolastaUnfinishedBusiness/Models/FeatsContext.cs @@ -58,7 +58,7 @@ internal static void LateLoad() .Where(featGroup => !string.IsNullOrEmpty(featGroup.FamilyTag) && featGroup.Name != "FeatGroupElementalTouch") - .ToList()) + .ToArray()) { FeatGroups.Remove(featGroup); @@ -81,7 +81,7 @@ internal static void LateLoad() // settings paring feats foreach (var name in Main.Settings.FeatEnabled .Where(name => Feats.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.FeatEnabled.Remove(name); } @@ -89,7 +89,7 @@ internal static void LateLoad() // settings paring groups foreach (var name in Main.Settings.FeatGroupEnabled .Where(name => FeatGroups.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.FeatGroupEnabled.Remove(name); } @@ -247,7 +247,7 @@ internal static void UpdateRelevantFeatList(FeatSubPanel panel) var dbFeatDefinition = DatabaseRepository.GetDatabase(); var visibleFeats = dbFeatDefinition .Where(x => !x.GuiPresentation.Hidden) - .ToList(); + .ToArray(); panel.relevantFeats.SetRange(visibleFeats .Where(f => f.GetFirstSubFeatureOfType() is not { } group @@ -269,9 +269,10 @@ internal static void ForceSameWidth(RectTransform table, bool active, FeatSubPan return; } - var trainedFeats = buildingData.LevelupTrainedFeats.SelectMany(x => x.Value).ToList(); - - trainedFeats.AddRange(hero.TrainedFeats); + var trainedFeats = buildingData.LevelupTrainedFeats + .SelectMany(x => x.Value) + .Union(hero.TrainedFeats) + .ToArray(); var j = 0; RectTransform rect; diff --git a/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs b/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs index 58ec9f6546..16e6c483ee 100644 --- a/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs +++ b/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs @@ -45,7 +45,7 @@ internal static void Load() // settings paring foreach (var name in Main.Settings.FightingStyleEnabled .Where(name => FightingStyles.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.FightingStyleEnabled.Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/FixesContext.cs b/SolastaUnfinishedBusiness/Models/FixesContext.cs index 25e05a0746..6e82a3185f 100644 --- a/SolastaUnfinishedBusiness/Models/FixesContext.cs +++ b/SolastaUnfinishedBusiness/Models/FixesContext.cs @@ -115,7 +115,7 @@ private static void InitMagicAffinitiesAndCastSpells() .SelectMany(a => a.FeatureUnlocks) .Select(b => b.FeatureDefinition); - var allFeatures = classesFeatures.Concat(subclassesFeatures).Concat(racesFeatures).ToList(); + var allFeatures = classesFeatures.Concat(subclassesFeatures).Concat(racesFeatures).ToArray(); var castSpellDefinitions = allFeatures.OfType(); var magicAffinityDefinitions = allFeatures.OfType(); diff --git a/SolastaUnfinishedBusiness/Models/GameUiContext.cs b/SolastaUnfinishedBusiness/Models/GameUiContext.cs index cac96b86fb..9a7fd96201 100644 --- a/SolastaUnfinishedBusiness/Models/GameUiContext.cs +++ b/SolastaUnfinishedBusiness/Models/GameUiContext.cs @@ -319,7 +319,7 @@ internal static void SpellSelectionPanelMultilineBind( var spellRepertoires = __instance.Caster.RulesetCharacter.SpellRepertoires .Where(r => r.SpellCastingFeature.SpellListDefinition != SpellsContext.EmptySpellList) - .ToList(); + .ToArray(); var needNewLine = true; var lineIndex = 0; diff --git a/SolastaUnfinishedBusiness/Models/GrappleContext.cs b/SolastaUnfinishedBusiness/Models/GrappleContext.cs index 4caf86ece5..87de93aed6 100644 --- a/SolastaUnfinishedBusiness/Models/GrappleContext.cs +++ b/SolastaUnfinishedBusiness/Models/GrappleContext.cs @@ -13,6 +13,8 @@ using static RuleDefinitions; using static SolastaUnfinishedBusiness.Api.DatabaseHelper; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.ActionDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionActionAffinitys; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionMovementAffinitys; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.SpellDefinitions; using static SolastaUnfinishedBusiness.Behaviors.Specific.DistanceCalculation; @@ -22,10 +24,12 @@ internal static class GrappleContext { private const string Grapple = "Grapple"; private const string DisableGrapple = "DisableGrapple"; - private const string ConditionGrappleSourceName = $"Condition{Grapple}Source"; - private const string ConditionGrappleSourceWithGrapplerName = $"Condition{Grapple}SourceWithGrappler"; - private const string ConditionGrappleSourceWithGrapplerLargerName = $"Condition{Grapple}SourceWithGrapplerLarger"; + private const string ConditionGrappleTargetName = $"Condition{Grapple}Target"; + private const string ConditionGrappleSourceName = $"Condition{Grapple}Source"; + + internal const string ConditionGrappleSourceWithGrapplerName = $"Condition{Grapple}SourceWithGrappler"; + internal const string ConditionGrappleSourceWithGrapplerLargerName = $"Condition{Grapple}SourceWithGrapplerLarger"; private static readonly FeatureDefinitionPower PowerGrapple = FeatureDefinitionPowerBuilder .Create($"Power{Grapple}") @@ -79,6 +83,9 @@ internal static class GrappleContext internal static void LateLoad() { + const SituationalContext TARGET_HAS_CONDITION_FROM_SOURCE = + (SituationalContext)ExtraSituationalContext.IsConditionSource; + var battlePackage = AiContext.BuildDecisionPackageBreakFree(ConditionGrappleTargetName, AiContext.RandomType.RandomMediumLow); @@ -89,16 +96,13 @@ internal static void LateLoad() .SetFixedAmount((int)AiContext.BreakFreeType.DoStrengthOrDexterityContestCheckAgainstStrengthAthletics) .SetBrain(battlePackage, true) .SetFeatures( - FeatureDefinitionActionAffinitys.ActionAffinityGrappled, - FeatureDefinitionActionAffinitys.ActionAffinityConditionRestrained, - FeatureDefinitionMovementAffinitys.MovementAffinityConditionRestrained) + ActionAffinityGrappled, + ActionAffinityConditionRestrained, + MovementAffinityConditionRestrained) .AddCustomSubFeatures(new OnConditionAddedOrRemovedConditionGrappleTarget()) .SetConditionParticleReference(ConditionDefinitions.ConditionRestrained) .AddToDB(); - const SituationalContext TARGET_HAS_CONDITION_FROM_SOURCE = - (SituationalContext)ExtraSituationalContext.IsConditionSource; - var combatAffinityGrappleSource = FeatureDefinitionCombatAffinityBuilder .Create("CombatAffinityGrappleSource") .SetGuiPresentationNoContent(true) @@ -110,6 +114,7 @@ internal static void LateLoad() .Create("CombatAffinityGrappleSourceWithGrappler") .SetGuiPresentationNoContent(true) .SetSituationalContext(TARGET_HAS_CONDITION_FROM_SOURCE, conditionGrappleTarget) + .SetAttackOfOpportunityImmunity(true) .SetMyAttackAdvantage(AdvantageType.Advantage) .AddToDB(); @@ -118,14 +123,14 @@ internal static void LateLoad() .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionEncumbered) .SetConditionType(ConditionType.Neutral) .SetFeatures( - FeatureDefinitionMovementAffinitys.MovementAffinityNoClimb, - FeatureDefinitionMovementAffinitys.MovementAffinityNoSpecialMoves, + MovementAffinityNoClimb, + MovementAffinityNoSpecialMoves, combatAffinityGrappleSource, - FeatureDefinitionMovementAffinitys.MovementAffinityConditionSlowed) + MovementAffinityConditionSlowed) .AddCustomSubFeatures(CustomBehaviorConditionGrappleSource.Marker) .SetCancellingConditions( DatabaseRepository.GetDatabase().Where(x => - x.IsSubtypeOf(ConditionIncapacitated)).ToArray()) + x.IsSubtypeOf(ConditionIncapacitated) || x.IsSubtypeOf(ConditionFlying)).ToArray()) .SetConditionParticleReference(ConditionDefinitions.ConditionSlowed) .AddToDB(); @@ -134,14 +139,13 @@ internal static void LateLoad() .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionReckless) .SetConditionType(ConditionType.Neutral) .SetFeatures( - FeatureDefinitionMovementAffinitys.MovementAffinityNoClimb, - FeatureDefinitionMovementAffinitys.MovementAffinityNoSpecialMoves, - combatAffinityGrappleSource, + MovementAffinityNoClimb, + MovementAffinityNoSpecialMoves, combatAffinityGrappleSourceWithGrappler) .AddCustomSubFeatures(CustomBehaviorConditionGrappleSource.Marker) .SetCancellingConditions( DatabaseRepository.GetDatabase().Where(x => - x.IsSubtypeOf(ConditionIncapacitated)).ToArray()) + x.IsSubtypeOf(ConditionIncapacitated) || x.IsSubtypeOf(ConditionFlying)).ToArray()) .SetConditionParticleReference(ConditionDefinitions.ConditionSlowed) .AddToDB(); @@ -150,17 +154,29 @@ internal static void LateLoad() .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionSlowed) .SetConditionType(ConditionType.Neutral) .SetFeatures( - FeatureDefinitionMovementAffinitys.MovementAffinityNoClimb, - FeatureDefinitionMovementAffinitys.MovementAffinityNoSpecialMoves, - combatAffinityGrappleSource, + MovementAffinityNoClimb, + MovementAffinityNoSpecialMoves, combatAffinityGrappleSourceWithGrappler, - FeatureDefinitionMovementAffinitys.MovementAffinityConditionSlowed) + MovementAffinityConditionSlowed) .AddCustomSubFeatures(CustomBehaviorConditionGrappleSource.Marker) .SetCancellingConditions( DatabaseRepository.GetDatabase().Where(x => - x.IsSubtypeOf(ConditionIncapacitated)).ToArray()) + x.IsSubtypeOf(ConditionIncapacitated) || x.IsSubtypeOf(ConditionFlying)).ToArray()) .SetConditionParticleReference(ConditionDefinitions.ConditionSlowed) .AddToDB(); + + // Brawler feat + _ = ActionDefinitionBuilder + .Create($"Action{Grapple}Bonus") + .SetGuiPresentation($"Action{Grapple}", Category.Action, AttackFree) + .OverrideClassName("UsePower") + .SetActivatedPower(PowerGrapple) + .SetActionId(ExtraActionId.GrappleBonus) + .SetActionScope(ActionDefinitions.ActionScope.All) + .SetActionType(ActionDefinitions.ActionType.Bonus) + .SetFormType(ActionDefinitions.ActionFormType.Large) + .RequiresAuthorization() + .AddToDB(); } internal static void SwitchGrappleAction() @@ -209,31 +225,58 @@ internal static void ValidateGrappleAfterForcedMove(GameLocationCharacter target } } - internal static void ValidateIfBothHandsFree( - RulesetCharacter caster, ref bool result, ref string failure, bool isSomaticCheck = false) + internal static void ValidateActionAvailability( + GameLocationCharacter __instance, + ref ActionDefinitions.ActionStatus __result, + ActionDefinitions.Id actionId) + { + if (!Main.Settings.AddGrappleActionToAllRaces) + { + return; + } + + var rulesetCharacter = __instance.RulesetCharacter; + var hasGrappleSource = HasGrappleSource(rulesetCharacter); + var extraActionId = (ExtraActionId)actionId; + + if ((extraActionId is ExtraActionId.Grapple or ExtraActionId.GrappleBonus && + (hasGrappleSource || + !ValidatorsCharacter.HasFreeHand(rulesetCharacter) || + !ValidatorsCharacter.HasMainAttackAvailable(rulesetCharacter))) || + (extraActionId == ExtraActionId.DisableGrapple && !hasGrappleSource)) + { + __result = ActionDefinitions.ActionStatus.Unavailable; + } + } + + internal static void ValidateIfCastingValid( + RulesetCharacter caster, SpellDefinition spell, ref bool result, ref string failure, + SpellValidationType validationType) { - if (!HasGrappleSource(caster) || + if (!result || + !HasGrappleSource(caster) || + (validationType == SpellValidationType.Somatic && !spell.SomaticComponent) || + (validationType == SpellValidationType.Material && + spell.MaterialComponentType == MaterialComponentType.None) || ServiceRepository.GetService().MaterialComponent == SettingDefinitions.SomaticComponentDisabled) { return; } - var mainHand = caster.GetMainWeapon(); - var offHand = caster.GetOffhandWeapon(); - - if (ValidatorsWeapon.IsUnarmed(offHand?.ItemDefinition) && ValidatorsWeapon.IsUnarmed(mainHand?.ItemDefinition)) + if (ValidatorsCharacter.HasBothHandsFree(caster) || + caster.HasSubFeatureOfType()) { return; } result = false; - failure = isSomaticCheck + failure = validationType == SpellValidationType.Somatic ? "Failure/&FailureFlagSomaticComponentHandsFull" : "Failure/&FailureFlagMaterialComponentHandsFull"; } - internal static bool HasGrappleSource(RulesetCharacter rulesetCharacter) + private static bool HasGrappleSource(RulesetCharacter rulesetCharacter) { return rulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, ConditionGrappleSourceName) || @@ -281,6 +324,12 @@ private static int GetUnarmedReachRange(GameLocationCharacter character) return 1; } + internal enum SpellValidationType + { + Somatic, + Material + } + private sealed class CustomBehaviorGrapple : IFilterTargetingCharacter, IPowerOrSpellFinishedByMe { public bool EnforceFullSelection => false; @@ -353,16 +402,12 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, rulesetDefender.RemoveCondition(condition); } - // apply new grappler condition taking if hero has Grappler feat into consideration as well as target size + // apply new grappler condition var sourceConditionName = ConditionGrappleSourceName; - if (rulesetAttacker.GetOriginalHero()?.TrainedFeats.Contains(OtherFeats.FeatGrappler) == true) - { - sourceConditionName = - rulesetAttacker.SizeDefinition.WieldingSize < rulesetDefender.SizeDefinition.WieldingSize - ? ConditionGrappleSourceWithGrapplerLargerName - : ConditionGrappleSourceWithGrapplerName; - } + // factor in Grappler feat + OtherFeats.MaybeChangeGrapplerConditionForGrappleFeatBehavior( + rulesetAttacker, rulesetDefender, ref sourceConditionName); rulesetAttacker.InflictCondition( sourceConditionName, @@ -454,7 +499,7 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac attackMode.UseVersatileDamage = false; } - // should drag target whenever move + // should drag target whenever move considering all movement blockers as well public void MoveStepStarted(GameLocationCharacter mover, int3 source, int3 destination) { var rulesetMover = mover.RulesetCharacter; @@ -464,29 +509,42 @@ public void MoveStepStarted(GameLocationCharacter mover, int3 source, int3 desti return; } + var pathfindingService = ServiceRepository.GetService(); var target = GameLocationCharacter.GetFromActor(rulesetTarget); + var targetPosition = target.LocationPosition; + var targetDestinationPosition = source; - // ensure there is a non-blocked path for this movement if a creature larger than 1x1 cell on 2d plane - if (target.LocationBoundingBox.Size.x > 1 || target.LocationBoundingBox.Size.y > 1) - { - var validPositions = GetValidPositionsWithinOneCell(target); + pathfindingService + .ComputeValidDestinationsAsync(target, target.LocationPosition, 1, 0, true, true) + .ExecuteUntilDone(); - if (!validPositions.Contains(source)) - { - EjectCharactersInArea(mover, target); - rulesetTarget.RemoveCondition(activeCondition); + var validPositions = pathfindingService.ValidDestinations + .Where(x => x.moveMode is MoveMode.Walk or MoveMode.Fly) + .Select(x => x.position) + .ToArray(); - return; - } - } + bool canTeleport; - // be safe and if it cannot place target, get rid of grapple to avoid exploits - var positioningService = ServiceRepository.GetService(); + // handle better movement on larger enemies by applying same movement directions as source + if (target.SizeParameters.maxExtent.x > 0 || + target.SizeParameters.maxExtent.y > 0 || + target.SizeParameters.maxExtent.z > 0) + { + targetDestinationPosition = targetPosition + destination - source; + + canTeleport = validPositions.Contains(targetDestinationPosition); + } + // for an unknown reason ComputeValidDestinationsAsync isn't adding the mover one even when flagging ignoreOccupants + // fix it here to avoid breaking one cell targets + else + { + canTeleport = true; + } - if (positioningService.CanPlaceCharacter(target, source, CellHelpers.PlacementMode.IgnoreOccupantsMoving)) + if (canTeleport) { - target.StartTeleportTo(source, mover.Orientation, false); - target.FinishMoveTo(source, mover.Orientation); + target.StartTeleportTo(targetDestinationPosition, mover.Orientation, false); + target.FinishMoveTo(targetDestinationPosition, mover.Orientation); target.StopMoving(mover.Orientation); var isLastStep = GetDistanceFromCharacter(mover, mover.DestinationPosition) <= 1; @@ -495,14 +553,11 @@ public void MoveStepStarted(GameLocationCharacter mover, int3 source, int3 desti { EjectCharactersInArea(mover, target); } - - return; } - - // remove condition if grappler cannot reach anymore after all of above - if (GetDistanceFromCharacter(target, mover.DestinationPosition) > GetUnarmedReachRange(mover)) + else { rulesetTarget.RemoveCondition(activeCondition); + EjectCharactersInArea(mover, target); } } @@ -556,9 +611,7 @@ public IEnumerator OnPhysicalAttackInitiatedByMe( { var rulesetAttacker = attacker.RulesetCharacter; - if ((ValidatorsWeapon.HasAnyWeaponTag( - attackMode.SourceDefinition as ItemDefinition, TagsDefinitions.WeaponTagTwoHanded) || - ValidatorsWeapon.IsUnarmed(attackMode)) && + if (!ValidatorsCharacter.HasFreeHandWithoutTwoHandedInMain(rulesetAttacker) && GetGrappledActor(rulesetAttacker, out var rulesetTarget, out var activeCondition)) { rulesetTarget.RemoveCondition(activeCondition); @@ -567,44 +620,6 @@ public IEnumerator OnPhysicalAttackInitiatedByMe( yield break; } - private static List GetValidPositionsWithinOneCell(GameLocationCharacter character) - { - var positions = new List(); - var gridAccessor = GridAccessor.Default; - var boxInt = new BoxInt(character.LocationPosition, character.LocationPosition); - - boxInt.Inflate(1, 0, 1); - - foreach (var position in boxInt.EnumerateAllPositionsWithin()) - { - var magnitude = (position - character.LocationPosition).magnitude; - - if (magnitude < 1 || - magnitude > 1 || // float numbers don't like equalities - character.LocationPosition == position) - { - continue; - } - - gridAccessor.FetchSector(position); - - if (gridAccessor.sector == null) - { - continue; - } - - gridAccessor.sector.GetValidAltitudeRangeAtPosition( - position, out var minAltitude, out var maxAltitude); - - if ((maxAltitude != short.MaxValue && minAltitude != maxAltitude) || minAltitude != short.MinValue) - { - positions.Add(new int3(position.x, maxAltitude, position.z)); - } - } - - return positions; - } - private static void EjectCharactersInArea( GameLocationCharacter grappleSource, GameLocationCharacter grappleTarget) { diff --git a/SolastaUnfinishedBusiness/Models/InvocationsContext.cs b/SolastaUnfinishedBusiness/Models/InvocationsContext.cs index 5a8c10c90f..a5e7d0c391 100644 --- a/SolastaUnfinishedBusiness/Models/InvocationsContext.cs +++ b/SolastaUnfinishedBusiness/Models/InvocationsContext.cs @@ -67,7 +67,7 @@ internal static void LateLoad() // settings paring foreach (var name in Main.Settings.InvocationEnabled .Where(name => Invocations.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.InvocationEnabled.Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/Level20Context.cs b/SolastaUnfinishedBusiness/Models/Level20Context.cs index 47e3dd044d..ec5a870f43 100644 --- a/SolastaUnfinishedBusiness/Models/Level20Context.cs +++ b/SolastaUnfinishedBusiness/Models/Level20Context.cs @@ -684,9 +684,9 @@ public override IEnumerator Execute( yield break; } - var preparedSpellsClone = spellRepertoire.PreparedSpells.ToList(); + var preparedSpellsClone = spellRepertoire.PreparedSpells.ToArray(); - spellRepertoire.ExtraSpellsByTag.TryAdd(Mastery, spellRepertoire.AutoPreparedSpells.ToList()); + spellRepertoire.ExtraSpellsByTag.TryAdd(Mastery, [.. spellRepertoire.AutoPreparedSpells]); spellRepertoire.PreparedSpells.SetRange(spellRepertoire.ExtraSpellsByTag[Mastery]); spellRepertoire.ExtraSpellsByTag[Mastery] = []; @@ -847,9 +847,9 @@ public override IEnumerator Execute( yield break; } - var preparedSpellsClone = spellRepertoire.PreparedSpells.ToList(); + var preparedSpellsClone = spellRepertoire.PreparedSpells.ToArray(); - spellRepertoire.ExtraSpellsByTag.TryAdd(Signature, spellRepertoire.AutoPreparedSpells.ToList()); + spellRepertoire.ExtraSpellsByTag.TryAdd(Signature, [.. spellRepertoire.AutoPreparedSpells]); spellRepertoire.PreparedSpells.SetRange(spellRepertoire.ExtraSpellsByTag[Signature]); spellRepertoire.ExtraSpellsByTag[Signature] = []; diff --git a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs index 208c0119c0..9ca08507c8 100644 --- a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs +++ b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs @@ -1600,9 +1600,9 @@ public IEnumerator HandleReducedToZeroHpByMeOrAlly( var contenders = (Gui.Battle?.AllContenders ?? locationCharacterService.PartyCharacters.Union(locationCharacterService.GuestCharacters)) - .ToList(); + .ToArray(); - if (contenders.Count != 0) + if (contenders.Length != 0) { rulesetAlly.LogCharacterUsedFeature(featureKeeperOfOblivion); } @@ -1613,7 +1613,7 @@ public IEnumerator HandleReducedToZeroHpByMeOrAlly( x.Side == ally.Side && x.IsWithinRange(ally, 6)) .OrderByDescending(x => x.RulesetCharacter.MissingHitPoints) - .ToList()) + .ToArray()) { var rulesetUnit = unit.RulesetCharacter; @@ -2067,9 +2067,9 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false } && x.RulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, "ConditionHitByDirtyFighting")) - .ToList(); + .ToArray(); - if (targets.Count == 0) + if (targets.Length == 0) { yield break; } diff --git a/SolastaUnfinishedBusiness/Models/LevelUpContext.cs b/SolastaUnfinishedBusiness/Models/LevelUpContext.cs index ee865104b0..5b97145328 100644 --- a/SolastaUnfinishedBusiness/Models/LevelUpContext.cs +++ b/SolastaUnfinishedBusiness/Models/LevelUpContext.cs @@ -882,7 +882,7 @@ public static void GrantCustomFeaturesFromFeats(RulesetCharacterHero hero) foreach (var pair in data.levelupTrainedFeats) { //Grant invocations from feat features - var features = pair.Value.SelectMany(f => f.Features).ToList(); + var features = pair.Value.SelectMany(f => f.Features).ToArray(); FeatureDefinitionGrantInvocations.GrantInvocations(hero, pair.Key, features); diff --git a/SolastaUnfinishedBusiness/Models/MetamagicContext.cs b/SolastaUnfinishedBusiness/Models/MetamagicContext.cs index 421f87e82a..4ba9d9f92a 100644 --- a/SolastaUnfinishedBusiness/Models/MetamagicContext.cs +++ b/SolastaUnfinishedBusiness/Models/MetamagicContext.cs @@ -25,7 +25,7 @@ internal static void LateLoad() // settings paring foreach (var name in Main.Settings.MetamagicEnabled .Where(name => Metamagic.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.MetamagicEnabled.Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/MulticlassGameUiContext.cs b/SolastaUnfinishedBusiness/Models/MulticlassGameUiContext.cs index 93edbc5a38..3668dbf6dc 100644 --- a/SolastaUnfinishedBusiness/Models/MulticlassGameUiContext.cs +++ b/SolastaUnfinishedBusiness/Models/MulticlassGameUiContext.cs @@ -667,10 +667,10 @@ private static void FilterMulticlassBleeding( //Select allowed spells - all spells if list is overriden by the pool, or all allowed spells of current level var allowedSpells = spellsOverriden ? [..allSpells] - : LevelUpContext.GetAllowedSpells(caster).Where(x => x.SpellLevel == spellLevel).ToList(); + : LevelUpContext.GetAllowedSpells(caster).Where(x => x.SpellLevel == spellLevel).ToArray(); var otherClassesKnownSpells = LevelUpContext.GetOtherClassesKnownSpells(caster) - .Where(x => x.Key.SpellLevel == spellLevel).ToList(); + .Where(x => x.Key.SpellLevel == spellLevel).ToArray(); allSpells.RemoveAll(x => !allowedSpells.Contains(x) && otherClassesKnownSpells.All(p => p.Key != x)); diff --git a/SolastaUnfinishedBusiness/Models/RacesContext.cs b/SolastaUnfinishedBusiness/Models/RacesContext.cs index 9b67594bf5..dde4b6a4df 100644 --- a/SolastaUnfinishedBusiness/Models/RacesContext.cs +++ b/SolastaUnfinishedBusiness/Models/RacesContext.cs @@ -56,14 +56,14 @@ internal static void Load() // settings paring foreach (var name in Main.Settings.RaceEnabled .Where(name => Races.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.RaceEnabled.Remove(name); } foreach (var name in Main.Settings.SubraceEnabled .Where(name => Subraces.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.SubraceEnabled.Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs b/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs index b0a149c318..aa4eb0705d 100644 --- a/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs +++ b/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs @@ -40,7 +40,7 @@ internal static void EnsureFoldersExist() Main.EnsureFolderExists(CampaignSaveGameDirectory); } - private static List GetAllSavePlaces() + private static SavePlace[] GetAllSavePlaces() { // Find the most recently touched save file and select the correct location/campaign for that save return EnumerateDirectories(LocationSaveGameDirectory, LocationType.UserLocation) @@ -48,7 +48,7 @@ private static List GetAllSavePlaces() .Concat(EnumerateDirectories(OfficialSaveGameDirectory, LocationType.StandardCampaign)) .Append(MostRecentFile(DefaultSaveGameDirectory, LocationType.Default)) .Where(d => d.Available) - .ToList(); + .ToArray(); } internal static SavePlace GetMostRecentPlace() @@ -68,12 +68,12 @@ private static IEnumerable EnumerateDirectories(string where, Locatio private static SavePlace MostRecentFile(string dir, LocationType type) { - var files = Directory.EnumerateFiles(dir, "*.sav").ToList(); + var files = Directory.EnumerateFiles(dir, "*.sav").ToArray(); var place = new SavePlace { Name = type == LocationType.Default ? DefaultName : Path.GetFileName(dir), Path = dir, - Count = files.Count, + Count = files.Length, Date = files.Max(f => (DateTime?)File.GetLastWriteTimeUtc(f)), Type = type }; @@ -111,7 +111,7 @@ internal static void LoadPanelOnBeginShowSaveByLocationBehavior(LoadPanel panel) .OrderBy(p => p) .Select(LocationOptionData.Create) .Cast() - .ToList()); + .ToArray()); // Get the current campaign location and select it in the dropdown var selectedCampaign = ServiceRepositoryEx.GetOrCreateService(); diff --git a/SolastaUnfinishedBusiness/Models/SharedSpellsContext.cs b/SolastaUnfinishedBusiness/Models/SharedSpellsContext.cs index 259c105d18..7351ebb587 100644 --- a/SolastaUnfinishedBusiness/Models/SharedSpellsContext.cs +++ b/SolastaUnfinishedBusiness/Models/SharedSpellsContext.cs @@ -115,7 +115,7 @@ private static int GetWarlockCasterLevel([CanBeNull] RulesetCharacterHero rulese return warlockLevel; } - internal static int GetWarlockSpellLevel(RulesetCharacterHero rulesetCharacterHero) + internal static int GetWarlockSpellLevel([CanBeNull] RulesetCharacterHero rulesetCharacterHero) { var warlockLevel = GetWarlockCasterLevel(rulesetCharacterHero); diff --git a/SolastaUnfinishedBusiness/Models/SpellPointsContext.cs b/SolastaUnfinishedBusiness/Models/SpellPointsContext.cs index b347c6ae81..253369c693 100644 --- a/SolastaUnfinishedBusiness/Models/SpellPointsContext.cs +++ b/SolastaUnfinishedBusiness/Models/SpellPointsContext.cs @@ -94,10 +94,11 @@ private static int GetRemainingSpellPoints(RulesetCharacter rulesetCharacter) return remainingUsesOfPower; } - internal static void HideSpellSlots(RulesetCharacterHero hero, RectTransform table) + internal static void HideSpellSlots(RulesetCharacter character, RectTransform table) { if (!Main.Settings.UseAlternateSpellPointsSystem || - SharedSpellsContext.GetWarlockSpellRepertoire(hero) != null) + (character is RulesetCharacterHero hero && + SharedSpellsContext.GetWarlockSpellRepertoire(hero) != null)) { return; } @@ -136,6 +137,7 @@ internal static void DisplayRemainingSpellPointsOnCastActions(GuiCharacterAction Gui.Format("Screen/&SpellAlternatePointsTooltip", remainingSpellPoints); } + // NPCs don't have an inspection screen so safe to have a hero here internal static void DisplayMaxSpellPointsOnInspectionScreen( CharacterInspectionScreen __instance, RulesetCharacterHero heroCharacter) { @@ -177,29 +179,39 @@ internal static void DisplayCostOnSpellLevelBlocks( spellsAtLevel < 2 ? cost : Gui.Format("Screen/&SpellAlternatePointsCostTooltip", cost); } - internal static void GrantPowerSpellPoints(RulesetCharacterHero hero) + internal static void GrantPowerSpellPoints(RulesetCharacter character) { - if (hero.HasAnyFeature(PowerSpellPoints)) + if (character.HasAnyFeature(PowerSpellPoints)) { return; } - hero.ActiveFeatures[AttributeDefinitions.TagRace].Add(PowerSpellPoints); + switch (character) + { + case RulesetCharacterHero hero: + hero.ActiveFeatures[AttributeDefinitions.TagRace].Add(PowerSpellPoints); + break; + case RulesetCharacterMonster monster: + monster.ActiveFeatures.Add(PowerSpellPoints); + break; + default: + return; + } - var usablePower = PowerProvider.Get(PowerSpellPoints, hero); - var poolSize = hero.GetMaxUsesOfPower(usablePower); + var usablePower = PowerProvider.Get(PowerSpellPoints, character); + var poolSize = character.GetMaxUsesOfPower(usablePower); usablePower.remainingUses = poolSize; - hero.UsablePowers.Add(usablePower); + character.UsablePowers.Add(usablePower); } internal static void ConsumeSlotsAtLevelsPointsCannotCastAnymore( - RulesetCharacterHero hero, + RulesetCharacter character, RulesetSpellRepertoire repertoire, int slotLevel, bool consume = true, bool isMulticaster = false) { // consume points - var usablePower = PowerProvider.Get(PowerSpellPoints, hero); + var usablePower = PowerProvider.Get(PowerSpellPoints, character); if (consume) { @@ -208,6 +220,9 @@ internal static void ConsumeSlotsAtLevelsPointsCannotCastAnymore( usablePower.remainingUses -= cost; } + // NPCs cannot be multicasters so try to get a hero here + var hero = character as RulesetCharacterHero; + // consume spell slots at levels points cannot cast anymore var level = isMulticaster ? SharedSpellsContext.GetSharedSpellLevel(hero) @@ -250,14 +265,14 @@ void ConsumeSlot(int slot) } } - internal static void ConvertAdditionalSlotsIntoSpellPointsBeforeRefreshSpellRepertoire(RulesetCharacterHero hero) + internal static void ConvertAdditionalSlotsIntoSpellPointsBeforeRefreshSpellRepertoire(RulesetCharacter character) { - var usablePower = PowerProvider.Get(PowerSpellPoints, hero); + var usablePower = PowerProvider.Get(PowerSpellPoints, character); - // need ToList to avoid enumerator issues with RemoveCondition - foreach (var activeCondition in hero.ConditionsByCategory + // need ToArray to avoid enumerator issues with RemoveCondition + foreach (var activeCondition in character.ConditionsByCategory .SelectMany(x => x.Value) - .ToList()) + .ToArray()) { var removeCondition = false; @@ -280,7 +295,7 @@ internal static void ConvertAdditionalSlotsIntoSpellPointsBeforeRefreshSpellRepe if (removeCondition) { - hero.RemoveCondition(activeCondition); + character.RemoveCondition(activeCondition); } } } @@ -347,10 +362,21 @@ private sealed class ModifyPowerPoolAmountPowerSpellPoints : IModifyPowerPoolAmo public int PoolChangeAmount(RulesetCharacter character) { - var hero = character.GetOriginalHero(); - var casterLevel = GetCasterLevel(hero); + switch (character) + { + case RulesetCharacterHero hero: + { + var casterLevel = GetCasterLevel(hero); + + return SpellPointsByLevel[casterLevel]; + } + case RulesetCharacterMonster monster when + monster.SpellRepertoires.Count > 0: - return SpellPointsByLevel[casterLevel]; + return SpellPointsByLevel[monster.SpellRepertoires[0].MaxSpellLevelOfSpellCastingLevel]; + default: + return 0; + } } private static int GetCasterLevel(RulesetCharacterHero hero) diff --git a/SolastaUnfinishedBusiness/Models/SpellsContext.cs b/SolastaUnfinishedBusiness/Models/SpellsContext.cs index 87562a5e9b..fa948f8aaa 100644 --- a/SolastaUnfinishedBusiness/Models/SpellsContext.cs +++ b/SolastaUnfinishedBusiness/Models/SpellsContext.cs @@ -418,7 +418,7 @@ internal static void LateLoad() foreach (var name in Main.Settings.SpellListSpellEnabled[spellListName] .Where(name => Spells.All(x => x.Name != name)) - .ToList()) + .ToArray()) { Main.Settings.SpellListSpellEnabled[spellListName].Remove(name); } diff --git a/SolastaUnfinishedBusiness/Models/SubclassesContext.cs b/SolastaUnfinishedBusiness/Models/SubclassesContext.cs index 8f95b9f189..4897b28138 100644 --- a/SolastaUnfinishedBusiness/Models/SubclassesContext.cs +++ b/SolastaUnfinishedBusiness/Models/SubclassesContext.cs @@ -45,7 +45,7 @@ internal static void Load() .Where(name => KlassListContextTab .SelectMany(x => x.Value.AllSubClasses) .All(y => y.Name != name)) - .ToList(); + .ToArray(); foreach (var kvp in Main.Settings.KlassListSubclassEnabled) { diff --git a/SolastaUnfinishedBusiness/Models/ToolsContext.cs b/SolastaUnfinishedBusiness/Models/ToolsContext.cs index 1a3a45fe7e..b4ad168918 100644 --- a/SolastaUnfinishedBusiness/Models/ToolsContext.cs +++ b/SolastaUnfinishedBusiness/Models/ToolsContext.cs @@ -205,11 +205,15 @@ private static IEnumerator StartRespec(RulesetCharacterHero hero) IsRespecing = !hero.TryGetHeroBuildingData(out _); } + //TODO: prefer to use below code once I identify why RESPEC saves break on load +#if false private static void FinalizeRespec( [NotNull] RulesetCharacterHero oldHero, [NotNull] RulesetCharacterHero newHero) { //Init RESPEC + var locationManager = + ServiceRepository.GetService() as GameLocationManager; var characterManager = ServiceRepository.GetService() as GameLocationCharacterManager; var entityFactoryManager = @@ -260,7 +264,7 @@ private static void FinalizeRespec( CleanupOldHeroConditions(oldHero, newHero); //Handle inventory - DropInventoryOnFloor(oldCharacter); + //DropInventoryOnFloor(oldCharacter); //Create new character, spawn it, replace, and destroy old one var newCharacter = characterManager.CreateCharacter(oldCharacter.ControllerId, newHero, Side.Ally); @@ -269,8 +273,10 @@ private static void FinalizeRespec( entityFactoryManager.SpawnCharacter(newCharacter); entityFactoryManager.FinalizeSpawnCharacter(newCharacter); characterManager.ReplaceCharacter(oldCharacter, newCharacter); - entityFactoryManager.DestroyCharacter(oldCharacter); - + characterManager.RemoveCharacterFromTheGame(oldCharacter); + characterManager.KillCharacter(oldCharacter, true, true, true, true); + //entityFactoryManager.DestroyCharacter(oldCharacter); + //Update game campaign party var gameCampaignCharacters = Gui.GameCampaign.Party.CharactersList; @@ -287,7 +293,8 @@ private static void FinalizeRespec( IsRespecing = false; } - + + private static void TransferRelevantPersistentData( GameLocationCharacter oldCharacter, GameLocationCharacter newCharacter) { @@ -297,6 +304,80 @@ private static void TransferRelevantPersistentData( newCharacter.PerceptionState = oldCharacter.PerceptionState; newCharacter.ContextualFormation = oldCharacter.ContextualFormation; } +#endif + + private static void FinalizeRespec( + [NotNull] RulesetCharacterHero oldHero, + [NotNull] RulesetCharacterHero newHero) + { + var tags = oldHero.Tags; + var experience = oldHero.GetAttribute(AttributeDefinitions.Experience); + var gameCampaignCharacters = Gui.GameCampaign.Party.CharactersList; + var characterManager = + ServiceRepository.GetService() as GameLocationCharacterManager; + + if (characterManager) + { + var gameLocationCharacter = GameLocationCharacter.GetFromActor(oldHero); + + var oldGuid = oldHero.Guid; + var newGuid = newHero.Guid; + + //Terminate all effects started by old character + EffectHelpers.GetAllEffectsBySourceGuid(oldGuid).ForEach(e => e.DoTerminate(oldHero)); + //Replace source for all effects of new character + EffectHelpers.GetAllEffectsBySourceGuid(newGuid).ForEach(e => e.SetGuid(oldGuid)); + //Replace source for all conditions of new character + EffectHelpers.GetAllConditionsBySourceGuid(newGuid).ForEach(c => c.sourceGuid = oldGuid); + + newHero.Unregister(); //unregister under new guid + //Replace old character with new + ServiceRepository.GetService().SwapEntities(oldHero, newHero); + newHero.Register(false); //register again under old guid + + newHero.Tags.AddRange(tags); + newHero.Attributes[AttributeDefinitions.Experience] = experience; + newHero.criticalHits = oldHero.criticalHits; + newHero.criticalFailures = oldHero.criticalFailures; + newHero.inflictedDamage = oldHero.inflictedDamage; + newHero.slainEnemies = oldHero.slainEnemies; + newHero.sustainedInjuries = oldHero.sustainedInjuries; + newHero.restoredHealth = oldHero.restoredHealth; + newHero.usedMagicAndPowers = oldHero.usedMagicAndPowers; + newHero.knockOuts = oldHero.knockOuts; + + TransferConditionsOfCategory(oldHero, newHero, AttributeDefinitions.TagEffect); + CleanupOldHeroConditions(oldHero, newHero); + + DropInventoryOnFloor(gameLocationCharacter); + + gameCampaignCharacters.Find(x => x.RulesetCharacter == oldHero).RulesetCharacter = newHero; + + UpdateRestPanelUi(gameCampaignCharacters); + + gameLocationCharacter.SetRuleset(newHero); + + var worldLocationEntityFactoryService = + ServiceRepository.GetService(); + + if (worldLocationEntityFactoryService.TryFindWorldCharacter(gameLocationCharacter, + out var worldLocationCharacter)) + { + worldLocationCharacter.GraphicsCharacter.RulesetCharacter = newHero; + } + + characterManager.dirtyParty = true; + characterManager.RefreshAllCharacters(); + } + + Gui.GuiService.ShowMessage( + MessageModal.Severity.Informative1, + "RestActivity/&RestActivityRespecTitle", "Message/&RespecSuccessfulDescription", + "Message/&MessageOkTitle", string.Empty, + null, null); + + IsRespecing = false; + } private static void TransferConditionsOfCategory(RulesetActor oldHero, RulesetActor newHero, string category) { @@ -316,7 +397,7 @@ private static void CleanupOldHeroConditions(RulesetCharacterHero oldHero, Rules oldHero.ConditionsByCategory .SelectMany(x => x.Value) .Where(c => !newHero.ConditionsByCategory.SelectMany(x => x.Value).Contains(c)) - .ToList() + .ToArray() .Do(c => c.Unregister()); oldHero.AllConditions.Clear(); oldHero.ConditionsByCategory.Clear(); diff --git a/SolastaUnfinishedBusiness/Models/TranslatorContext.cs b/SolastaUnfinishedBusiness/Models/TranslatorContext.cs index 98e955897f..0ed0357b0d 100644 --- a/SolastaUnfinishedBusiness/Models/TranslatorContext.cs +++ b/SolastaUnfinishedBusiness/Models/TranslatorContext.cs @@ -446,9 +446,9 @@ internal static void Load() return; } - var termsToAdd = englishTerms.Keys.Except(currentLanguageTerms.Keys).ToList(); + var termsToAdd = englishTerms.Keys.Except(currentLanguageTerms.Keys).ToArray(); - if (termsToAdd.Count != 0) + if (termsToAdd.Length != 0) { Main.Info("ADD THESE TERMS:"); diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs index b4a5f41f08..351f84e78e 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs @@ -88,9 +88,9 @@ private static IEnumerator MagicEffectExecuteOnPositions( { var attacker = actionMagicEffect.ActingCharacter; var actionParams = actionMagicEffect.ActionParams; - var currentTargets = actionParams.TargetCharacters.ToList(); + var currentTargets = actionParams.TargetCharacters.ToArray(); - for (var i = 0; i < currentTargets.Count; i++) + for (var i = 0; i < currentTargets.Length; i++) { var currentTarget = currentTargets[i]; var actionModifier = actionParams.ActionModifiers[i]; @@ -935,7 +935,7 @@ private static IEnumerator ExecuteImpl(CharacterActionMagicEffect __instance) foreach (var ally in contenders .Where(x => x.Side == actingCharacter.Side && x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList()) + .ToArray()) { foreach (var magicEffectFinishedByMeOrAlly in ally.RulesetCharacter .GetSubFeaturesByType()) diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionReapplyEffectPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionReapplyEffectPatcher.cs new file mode 100644 index 0000000000..5cf05c970e --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionReapplyEffectPatcher.cs @@ -0,0 +1,136 @@ +// keep this handy in case we ever need to reapply an effect that advances on CasterLevelTable + +#if false +using System.Collections; +using System.Linq; +using HarmonyLib; +using JetBrains.Annotations; +using UnityEngine; +using static RuleDefinitions; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class CharacterActionReapplyEffectPatcher +{ + [HarmonyPatch(typeof(CharacterActionReapplyEffect), nameof(CharacterActionReapplyEffect.ExecuteImpl))] + [UsedImplicitly] + public static class ExecuteImpl_Patch + { + [UsedImplicitly] + public static bool Prefix( + out IEnumerator __result, + CharacterActionReapplyEffect __instance) + { + __result = ExecuteImpl(__instance); + + return false; + } + + // mainly vanilla code except for BEGIN/END patch block + private static IEnumerator ExecuteImpl(CharacterActionReapplyEffect actionReapplyEffect) + { + RulesetEffectSpell activeEffect = null; + var rulesetCharacter = actionReapplyEffect.ActingCharacter.RulesetCharacter; + + foreach (var allCondition in actionReapplyEffect.ActingCharacter.RulesetCharacter.AllConditions + .Where(x => + x.ConditionDefinition.Name == actionReapplyEffect.ActionDefinition.MatchingCondition)) + { + foreach (var rulesetEffectSpell in actionReapplyEffect.ActingCharacter.RulesetCharacter.SpellsCastByMe + .Where(x => x.TrackedConditionGuids.Contains(allCondition.Guid))) + { + activeEffect = rulesetEffectSpell; + + foreach (var current2 in rulesetEffectSpell.TrackedConditionGuids) + { + if (RulesetEntity.TryGetEntity(current2, out RulesetCondition rulesetCondition) && + (long)rulesetCondition.TargetGuid != (long)actionReapplyEffect + .ActingCharacter.RulesetCharacter.Guid) + { + RulesetEntity.TryGetEntity(rulesetCondition.TargetGuid, out rulesetCharacter); + } + + break; + } + } + + break; + } + + if (activeEffect == null) + { + yield break; + } + + var effectDescription = activeEffect.EffectDescription; + var additionalDiceBySlotDelta = 0; + + //BEGIN PATCH + + //PATCH: supports CasterLevelTable with recurrent effects + if (effectDescription.EffectAdvancement.EffectIncrementMethod == EffectIncrementMethod.CasterLevelTable) + { + var characterLevel = character.TryGetAttributeValue(AttributeDefinitions.CharacterLevel); + + additionalDiceBySlotDelta = + effectDescription.EffectAdvancement.ComputeAdditionalDiceByCasterLevel(characterLevel - 1) + } + else + + //END PATCH + { + var deltaLevel = activeEffect.SlotLevel - activeEffect.SpellDefinition.SpellLevel; + + additionalDiceBySlotDelta = + effectDescription.EffectAdvancement.ComputeAdditionalDiceBySlotDelta(deltaLevel); + } + + var fromActor = GameLocationCharacter.GetFromActor(rulesetCharacter); + var impactCenter = new Vector3(); + var identity = Quaternion.identity; + var service = ServiceRepository.GetService(); + + service.ComputeImpactCenterPositionAndRotation(fromActor, ref impactCenter, ref identity); + + var impactPlanePosition = service.GetImpactPlanePosition(impactCenter); + var data = new ActionDefinitions.MagicEffectCastData + { + Source = activeEffect.Name, + EffectDescription = effectDescription, + Caster = actionReapplyEffect.ActingCharacter, + Targets = [], + TargetIndex = 0, + ImpactPoint = impactCenter, + ImpactRotation = identity, + ImpactPlanePoint = impactPlanePosition, + ActionType = actionReapplyEffect.ActionType, + ActionId = actionReapplyEffect.ActionId, + IsDivertHit = false, + ComputedTargetParameter = activeEffect.ComputeTargetParameter() + }; + var magicEffectHitTarget = + ServiceRepository.GetService().MagicEffectHitTarget; + + magicEffectHitTarget?.Invoke(ref data); + + var formsParams = new RulesetImplementationDefinitions.ApplyFormsParams(); + + formsParams.FillSourceAndTarget(actionReapplyEffect.ActingCharacter.RulesetCharacter, rulesetCharacter); + formsParams.FillFromActiveEffect(activeEffect); + formsParams.FillSpecialParameters(false, additionalDiceBySlotDelta, 0, 0, activeEffect.EffectLevel, + new ActionModifier(), RollOutcome.Neutral, 0, false, 0, 1, null); + formsParams.effectSourceType = activeEffect.EffectSourceType; + + ServiceRepository.GetService().ApplyEffectForms( + effectDescription.EffectForms, + formsParams, + null, + out _, + out _, + effectApplication: effectDescription.EffectApplication, + filters: effectDescription.EffectFormFilters); + } + } +} +#endif diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionSpendPowerPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionSpendPowerPatcher.cs index 292d41c8cf..af67be369d 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionSpendPowerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionSpendPowerPatcher.cs @@ -364,7 +364,7 @@ private static IEnumerator ExecuteImpl(CharacterActionSpendPower __instance) foreach (var ally in contenders .Where(x => x.Side == actingCharacter.Side && x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList()) + .ToArray()) { foreach (var magicEffectFinishedByMeOrAlly in ally.RulesetCharacter .GetSubFeaturesByType()) diff --git a/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs index bc5ab864de..7185b0f208 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs @@ -272,7 +272,7 @@ public static void Postfix( var goodTag = AttributeDefinitions.GetClassTag(DatabaseHelper.CharacterClassDefinitions.Warlock, levels); - foreach (var badKey in pointPoolStack.ActivePools.Keys.Where(x => x != goodTag).ToList()) + foreach (var badKey in pointPoolStack.ActivePools.Keys.Where(x => x != goodTag).ToArray()) { pointPoolStack.ActivePools.Remove(badKey); } diff --git a/SolastaUnfinishedBusiness/Patches/CharacterReactionSubitemPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterReactionSubitemPatcher.cs index 6053a5b4c7..e18077972d 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterReactionSubitemPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterReactionSubitemPatcher.cs @@ -22,9 +22,9 @@ public static void Postfix( RulesetSpellRepertoire spellRepertoire, int slotLevel) { - var hero = spellRepertoire?.GetCasterHero(); + var character = spellRepertoire?.GetCaster(); - if (hero == null) + if (character == null) { return; } @@ -34,7 +34,11 @@ public static void Postfix( return; } - if (!SharedSpellsContext.IsMulticaster(hero)) + // NPCs cannot be multicasters so try to get a hero here + // don't use GetOriginalHero here + var hero = character as RulesetCharacterHero; + + if (hero == null || !SharedSpellsContext.IsMulticaster(hero)) { //PATCH: support alternate spell system to avoid displaying spell slots on selection (SPELL_POINTS) SpellPointsContext.HideSpellSlots(hero, __instance.slotStatusTable); diff --git a/SolastaUnfinishedBusiness/Patches/FlexibleCastingModalPatcher.cs b/SolastaUnfinishedBusiness/Patches/FlexibleCastingModalPatcher.cs index 791c59b9ca..2d40249901 100644 --- a/SolastaUnfinishedBusiness/Patches/FlexibleCastingModalPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/FlexibleCastingModalPatcher.cs @@ -25,7 +25,7 @@ public static void Postfix(FlexibleCastingModal __instance) var rulesetCaster = __instance.caster; var caster = GameLocationCharacter.GetFromActor(rulesetCaster); - caster.RegisterShiftState(); + caster?.RegisterShiftState(); } } } diff --git a/SolastaUnfinishedBusiness/Patches/FunctorPatcher.cs b/SolastaUnfinishedBusiness/Patches/FunctorPatcher.cs index 543a1a3856..d8b0541b67 100644 --- a/SolastaUnfinishedBusiness/Patches/FunctorPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/FunctorPatcher.cs @@ -32,8 +32,8 @@ public static void Postfix( // only conjured units should teleport with the party foreach (var guestCharacter in characterService.GuestCharacters - .ToList() - .Where(x => x.RulesetCharacter.Tags.Contains(AttributeDefinitions.TagConjure))) + .Where(x => x.RulesetCharacter.Tags.Contains(AttributeDefinitions.TagConjure)) + .ToArray()) { var rulesetCharacter = guestCharacter.RulesetCharacter; diff --git a/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionByAbilityCheckPatcher.cs b/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionByAbilityCheckPatcher.cs index 91461dba14..028875bd44 100644 --- a/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionByAbilityCheckPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionByAbilityCheckPatcher.cs @@ -37,7 +37,7 @@ private static IEnumerator Execute(FunctorParametersDescription functorParameter if (functorParameters.AbilityCheck.ProficiencyName == SkillDefinitions.Perception) { - foreach (var actingCharacter in functorParameters.ActingCharacters.Distinct().ToList()) + foreach (var actingCharacter in functorParameters.ActingCharacters.Distinct().ToArray()) { if (actingCharacter.RulesetCharacter.CanRevealHiddenObjects()) { diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs index 817aa8d45b..3ed66dd7d1 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs @@ -298,7 +298,7 @@ public static IEnumerator Postfix( { foreach (var attackBeforeHitConfirmedOnMe in defender.RulesetCharacter.UsableSpells .SelectMany(x => x.GetAllSubFeaturesOfType()) - .ToList()) + .ToArray()) { yield return attackBeforeHitConfirmedOnMe.OnPhysicalAttackBeforeHitConfirmedOnMe( __instance, attacker, defender, attackModifier, attackMode, @@ -780,7 +780,7 @@ public static IEnumerator Postfix( { foreach (var magicalAttackBeforeHitConfirmedOnMe in defender.RulesetCharacter.UsableSpells .SelectMany(x => x.GetAllSubFeaturesOfType()) - .ToList()) + .ToArray()) { yield return magicalAttackBeforeHitConfirmedOnMe.OnMagicEffectBeforeHitConfirmedOnMe( __instance, attacker, defender, magicModifier, rulesetEffect, actualEffectForms, diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationBattlePatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationBattlePatcher.cs index 67f889cd69..49e4a5c724 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationBattlePatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationBattlePatcher.cs @@ -123,9 +123,9 @@ public static IEnumerator Postfix(IEnumerator values, GameLocationBattle __insta } foreach (var (character, features) in __instance.InitiativeSortedContenders - .ToList() .Select(character => - (character, character.RulesetCharacter.GetSubFeaturesByType()))) + (character, character.RulesetCharacter.GetSubFeaturesByType())) + .ToArray()) { //PATCH: supports `SenseNormalVisionRangeMultiplier` var multiplier = Main.Settings.SenseNormalVisionRangeMultiplier; diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs index ca96768b37..b7d2a85fb2 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs @@ -362,20 +362,7 @@ public static void Postfix( ActionSwitching.CheckSpellcastingAvailability(__instance, actionId, scope, ref __result); //PATCH: support grapple - if (Main.Settings.AddGrappleActionToAllRaces) - { - var rulesetCharacter = __instance.RulesetCharacter; - var hasGrappleSource = GrappleContext.HasGrappleSource(rulesetCharacter); - - if ((actionId == (ActionDefinitions.Id)ExtraActionId.Grapple && - (hasGrappleSource || - !ValidatorsCharacter.HasFreeHand(rulesetCharacter) || - !ValidatorsCharacter.HasMainAttackAvailable(rulesetCharacter))) || - (actionId == (ActionDefinitions.Id)ExtraActionId.DisableGrapple && !hasGrappleSource)) - { - __result = ActionDefinitions.ActionStatus.Unavailable; - } - } + GrappleContext.ValidateActionAvailability(__instance, ref __result, actionId); //PATCH: support `EnableMonkDoNotRequireAttackActionForFlurry` if (Main.Settings.EnableMonkDoNotRequireAttackActionForFlurry && diff --git a/SolastaUnfinishedBusiness/Patches/HitDieRestItemPatcher.cs b/SolastaUnfinishedBusiness/Patches/HitDieRestItemPatcher.cs index fb71ca4bea..e69b00b065 100644 --- a/SolastaUnfinishedBusiness/Patches/HitDieRestItemPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/HitDieRestItemPatcher.cs @@ -65,7 +65,8 @@ public static bool Prefix(HitDiceRestItem __instance) } var restHealingBonusList = __instance.restHealingBonuses - .Where(restHealingBonus => restHealingBonus.Die != 0).ToList(); + .Where(restHealingBonus => restHealingBonus.Die != 0) + .ToArray(); var classHitDiceIndex = 0; var bonusHitDiceIndex = 0; diff --git a/SolastaUnfinishedBusiness/Patches/NarrativeStateAnswerChoicePatcher.cs b/SolastaUnfinishedBusiness/Patches/NarrativeStateAnswerChoicePatcher.cs index b8a1345a46..61f1bfd83e 100644 --- a/SolastaUnfinishedBusiness/Patches/NarrativeStateAnswerChoicePatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/NarrativeStateAnswerChoicePatcher.cs @@ -110,7 +110,7 @@ public static bool Prefix(NarrativeStateAnswerChoice __instance, ref int selecte // add D20 rolls if (Main.Settings.EnableSumD20OnAlternateVotingSystem) { - foreach (var heroIndex in votes.Keys.ToList()) + foreach (var heroIndex in votes.Keys.ToArray()) { var hero = characterService.PartyCharacters[heroIndex]; diff --git a/SolastaUnfinishedBusiness/Patches/ReactionModalPatcher.cs b/SolastaUnfinishedBusiness/Patches/ReactionModalPatcher.cs index 410d93a618..2cc863b5bb 100644 --- a/SolastaUnfinishedBusiness/Patches/ReactionModalPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/ReactionModalPatcher.cs @@ -45,17 +45,17 @@ public static class OnReact_Patch [UsedImplicitly] public static void Prefix(CharacterReactionItem item) { - var character = item.ReactionRequest.Character; + var caster = item.ReactionRequest.Character; //PATCH: register on acting character if SHIFT is pressed on reaction confirmations - character.RegisterShiftState(); + caster.RegisterShiftState(); //PATCH: ensure whoever reacts first will get the reaction handled first by game var timestamp = (int)DateTime.Now.ToFileTimeUtc(); - if (!character.UsedSpecialFeatures.TryAdd(ReactionTimestamp, timestamp)) + if (!caster.UsedSpecialFeatures.TryAdd(ReactionTimestamp, timestamp)) { - character.UsedSpecialFeatures[ReactionTimestamp] = timestamp; + caster.UsedSpecialFeatures[ReactionTimestamp] = timestamp; } } } diff --git a/SolastaUnfinishedBusiness/Patches/ReactionRequestCastSpellPatcher.cs b/SolastaUnfinishedBusiness/Patches/ReactionRequestCastSpellPatcher.cs index 4e056c8421..fc00048e37 100644 --- a/SolastaUnfinishedBusiness/Patches/ReactionRequestCastSpellPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/ReactionRequestCastSpellPatcher.cs @@ -1,4 +1,5 @@ -using System.Diagnostics.CodeAnalysis; +using System; +using System.Diagnostics.CodeAnalysis; using System.Linq; using HarmonyLib; using JetBrains.Annotations; @@ -120,7 +121,7 @@ public static bool Prefix(ReactionRequestCastSpell __instance, ref int __result) return true; } - __result = __instance.SubOptionsAvailability.Keys.ToList().FindIndex(v => v == spellEffect.SlotLevel); + __result = Array.IndexOf([.. __instance.SubOptionsAvailability.Keys], spellEffect.SlotLevel); return false; } diff --git a/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs index b3306b31b4..97ac145932 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs @@ -55,25 +55,27 @@ private static void EnumerateIDieRollModificationProvider( damageTypes.AddRange(effectForms .Where(x => x.FormType == EffectForm.EffectFormType.Damage) .Select(x => x.DamageForm.DamageType) - .ToList()); + .ToArray()); var proxies = effectForms .Where(x => x.FormType == EffectForm.EffectFormType.Summon && x.SummonForm.SummonType == SummonForm.Type.EffectProxy) .Select(x => DatabaseHelper.GetDefinition(x.SummonForm.EffectProxyDefinitionName)) - .ToList(); + .ToArray(); var damageTypesFromProxyAttacks = proxies .Where(x => x.canAttack && x.attackMethod == ProxyAttackMethod.CasterSpellAbility) - .Select(x => x.DamageType).ToList(); + .Select(x => x.DamageType) + .ToArray(); var damageTypesFromProxyAttackPowers = proxies .Where(x => x.attackPower) .Select(x => x.attackPower) .SelectMany(x => x.EffectDescription.EffectForms) .Where(x => x.FormType == EffectForm.EffectFormType.Damage) - .Select(x => x.DamageForm.DamageType).ToList(); + .Select(x => x.DamageForm.DamageType) + .ToArray(); damageTypes.AddRange(damageTypesFromProxyAttacks); damageTypes.AddRange(damageTypesFromProxyAttackPowers); @@ -330,7 +332,7 @@ private static void RemoveStartOfSourceTurnOccuranceIfNeeded( foreach (var contender in Gui.Battle.AllContenders .Where(x => x is { destroying: false, destroyedBody: false, RulesetActor: not null }) - .ToList()) + .ToArray()) { var conditionsToRemove = new List(); diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs index ea4819bdaf..f361dcd552 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs @@ -671,8 +671,8 @@ public static void Postfix(RulesetCharacterHero __instance) //PATCH: Allows adding extra attack modes __instance.GetSubFeaturesByType() - .OrderBy(provider => provider.Priority()).ToList() - .ForEach(provider => provider.TryAddExtraAttack(__instance)); + .OrderBy(provider => provider.Priority()) + .Do(provider => provider.TryAddExtraAttack(__instance)); //PATCH: Allows changing damage and other stats of an attack mode var modifiers = __instance.GetSubFeaturesByType(); @@ -990,12 +990,9 @@ public static bool Prefix( var spells = __instance.Items .OfType() .SelectMany(x => x.ScribedSpells) - .ToList(); - - spells = spells .Where(s => s.Ritual) .Where(s => maxSpellLevel >= s.SpellLevel) - .ToList(); + .ToArray(); __instance.Items.Clear(); @@ -1226,6 +1223,7 @@ public static void Postfix(RulesetCharacterHero __instance) __instance.GetSubFeaturesByType() .ForEach(f => f.OnItemEquipped(__instance)); +#if false //BUGFIX: fix a prepared spells exploit in vanilla // ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator foreach (var repertoire in __instance.SpellRepertoires) @@ -1239,9 +1237,9 @@ public static void Postfix(RulesetCharacterHero __instance) } var preparedSpells = repertoire.PreparedSpells; - + __instance.EnumerateFeaturesToBrowse(__instance.FeaturesToBrowse); - + var maxPreparedSpells = __instance.ComputeMaxPreparedSpells(repertoire); repertoire.maxPreparedSpells = maxPreparedSpells; @@ -1251,6 +1249,7 @@ public static void Postfix(RulesetCharacterHero __instance) preparedSpells.RemoveAt(preparedSpells.Count - 1); } } +#endif } } diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs index b667485463..cfa66f7579 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs @@ -168,8 +168,8 @@ public static void Postfix(RulesetCharacterMonster __instance) //PATCH: Allows adding extra attack modes __instance.GetSubFeaturesByType() - .OrderBy(provider => provider.Priority()).ToList() - .ForEach(provider => provider.TryAddExtraAttack(__instance)); + .OrderBy(provider => provider.Priority()) + .Do(provider => provider.TryAddExtraAttack(__instance)); //PATCH: Allows changing damage and other stats of an attack mode __instance.AttackModes diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs index c29bce9ef4..3d9dc12b19 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs @@ -458,16 +458,16 @@ private static void ProcessConditionsMatchingInterruptionSourceRageStop( foreach (var targetRulesetCharacter in characterService.AllValidEntities .Select(x => x.RulesetActor) .OfType() - .ToList()) + .ToArray()) { - // need ToList to avoid enumerator issues with RemoveCondition + // need ToArray to avoid enumerator issues with RemoveCondition foreach (var rulesetCondition in targetRulesetCharacter.ConditionsByCategory .SelectMany(x => x.Value) .Where(x => x.ConditionDefinition.SpecialInterruptions.Contains( (ConditionInterruption)ExtraConditionInterruption.SourceRageStop) && x.SourceGuid == sourceCharacter.Guid) - .ToList()) + .ToArray()) { targetRulesetCharacter.RemoveCondition(rulesetCondition); @@ -478,7 +478,7 @@ private static void ProcessConditionsMatchingInterruptionSourceRageStop( foreach (var effect in targetRulesetCharacter.PowersUsedByMe .Where(x => x.Name == rulesetCondition.EffectDefinitionName) - .ToList()) + .ToArray()) { targetRulesetCharacter.TerminatePower(effect); } @@ -606,32 +606,27 @@ public static class IsComponentSomaticValid_Patch public static void Postfix( RulesetCharacter __instance, ref bool __result, SpellDefinition spellDefinition, ref string failure) { + //PATCH: Validates if casters have the other hand free if grappling + GrappleContext.ValidateIfCastingValid(__instance, + spellDefinition, ref __result, ref failure, GrappleContext.SpellValidationType.Somatic); + +#if false //PATCH: Allows valid Somatic component if specific material component is held in main hand or off-hand slots // allows casting somatic spells with full hands if one of the hands holds material component for the spell ValidateIfMaterialInHand(__instance, spellDefinition, ref __result, ref failure); - - if (__result) - { - GrappleContext.ValidateIfBothHandsFree(__instance, ref __result, ref failure, true); - - return; - } +#endif //PATCH: Allows valid Somatic component if Inventor has infused item in main hand or off-hand slots // allows casting somatic spells with full hands if one of the hands holds item infused by the caster ValidateIfInfusedInHand(__instance, ref __result, ref failure); - - if (__result) - { - GrappleContext.ValidateIfBothHandsFree(__instance, ref __result, ref failure, true); - } } +#if false //TODO: move to separate file private static void ValidateIfMaterialInHand( RulesetCharacter caster, SpellDefinition spellDefinition, ref bool result, ref string failure) { - if (spellDefinition.MaterialComponentType != MaterialComponentType.Specific) + if (result || spellDefinition.MaterialComponentType != MaterialComponentType.Specific) { return; } @@ -652,11 +647,17 @@ private static void ValidateIfMaterialInHand( result = true; failure = string.Empty; } +#endif //TODO: move to separate file private static void ValidateIfInfusedInHand( RulesetCharacter caster, ref bool result, ref string failure) { + if (result) + { + return; + } + var mainHand = caster.GetMainWeapon(); var offHand = caster.GetOffhandWeapon(); @@ -685,32 +686,17 @@ public static void Postfix( //PATCH: Allow spells to satisfy material components by using stack of equal or greater value StackedMaterialComponent.IsComponentMaterialValid(__instance, spellDefinition, ref failure, ref __result); - if (__result) - { - GrappleContext.ValidateIfBothHandsFree(__instance, ref __result, ref failure); - - return; - } + //PATCH: Validates if casters have the other hand free if grappling + GrappleContext.ValidateIfCastingValid( + __instance, spellDefinition, ref __result, ref failure, GrappleContext.SpellValidationType.Material); //PATCH: Allows spells to satisfy specific material components by actual active tags on an item that are not directly defined in ItemDefinition (like "Melee") //Used mostly for melee cantrips requiring melee weapon to cast ValidateSpecificComponentsByTags(__instance, spellDefinition, ref __result, ref failure); - if (__result) - { - GrappleContext.ValidateIfBothHandsFree(__instance, ref __result, ref failure); - - return; - } - //PATCH: Allows spells to satisfy mundane material components if Inventor has infused item equipped //Used mostly for melee cantrips requiring melee weapon to cast ValidateInfusedFocus(__instance, spellDefinition, ref __result, ref failure); - - if (__result) - { - GrappleContext.ValidateIfBothHandsFree(__instance, ref __result, ref failure); - } } //TODO: move to separate file @@ -720,7 +706,7 @@ private static void ValidateSpecificComponentsByTags( ref bool result, ref string failure) { - if (spell.MaterialComponentType != MaterialComponentType.Specific) + if (result || spell.MaterialComponentType != MaterialComponentType.Specific) { return; } @@ -758,7 +744,7 @@ private static void ValidateInfusedFocus( ref bool result, ref string failure) { - if (spell.MaterialComponentType != MaterialComponentType.Mundane) + if (result || spell.MaterialComponentType != MaterialComponentType.Mundane) { return; } @@ -1633,7 +1619,7 @@ public static void Postfix(RulesetCharacter __instance, RestType restType, bool // Hide the features that use the pool from the UI. foreach (var feature in __instance.RecoveredFeatures .Where(f => f is FeatureDefinitionPowerSharedPool) - .ToList()) + .ToArray()) { __instance.RecoveredFeatures.Remove(feature); } diff --git a/SolastaUnfinishedBusiness/Patches/RulesetEffectSpellPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetEffectSpellPatcher.cs index 6a4f69331e..ff7749a69d 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetEffectSpellPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetEffectSpellPatcher.cs @@ -16,6 +16,45 @@ namespace SolastaUnfinishedBusiness.Patches; [UsedImplicitly] public static class RulesetEffectSpellPatcher { + //PATCH: supports CasterLevelTable with recurrent effects + [HarmonyPatch(typeof(RulesetEffectSpell), nameof(RulesetEffectSpell.ApplyEffectOnCharacter))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + // ReSharper disable once InconsistentNaming + public static class ApplyEffectOnCharacter_Patch + { + [UsedImplicitly] + public static IEnumerable Transpiler([NotNull] IEnumerable instructions) + { + var computeAdditionalDiceBySlotDeltaMethod = + typeof(EffectAdvancement).GetMethod("ComputeAdditionalDiceBySlotDelta"); + var myComputeAdditionalDiceBySlotDeltaMethod = + new Func(MyComputeAdditionalDiceBySlotDelta) + .Method; + + return instructions.ReplaceCalls(computeAdditionalDiceBySlotDeltaMethod, + "RulesetEffectSpell.ApplyEffectOnCharacter", + new CodeInstruction(OpCodes.Ldarg_0), + new CodeInstruction(OpCodes.Call, myComputeAdditionalDiceBySlotDeltaMethod)); + } + + private static int MyComputeAdditionalDiceBySlotDelta( + EffectAdvancement effectAdvancement, + int delta, + RulesetEffectSpell rulesetEffectSpell) + { + var characterLevel = rulesetEffectSpell.caster.TryGetAttributeValue(AttributeDefinitions.CharacterLevel); + + if (characterLevel == 0 || + effectAdvancement.EffectIncrementMethod != EffectIncrementMethod.CasterLevelTable) + { + return effectAdvancement.ComputeAdditionalDiceBySlotDelta(delta); + } + + return effectAdvancement.ComputeAdditionalDiceByCasterLevel(characterLevel); + } + } + //PATCH: support for `ICustomMagicEffectBasedOnCaster` and `IModifySpellEffect` [HarmonyPatch(typeof(RulesetEffectSpell), nameof(RulesetEffectSpell.EffectDescription), MethodType.Getter)] [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] diff --git a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerLocationPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerLocationPatcher.cs index d14c0c6281..09f8e0f785 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerLocationPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerLocationPatcher.cs @@ -118,7 +118,7 @@ private static void TeleportCharacter( x.ConditionDefinition.IsSubtypeOf(ConditionRestrained) && (character.Side == Side.Ally || x.ConditionDefinition.Name != SpellBuilders.ConditionTelekinesisRestrainedName)) - .ToList(); + .ToArray(); foreach (var activeCondition in conditionsToRemove) { diff --git a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs index 919faa9350..825f28afd5 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs @@ -405,7 +405,7 @@ private static void TerminateEffect( { __instance.conditionGuidsToProcess.AddRange(activeEffect.TrackedConditionGuids); - foreach (var guid in __instance.conditionGuidsToProcess.ToList()) + foreach (var guid in __instance.conditionGuidsToProcess.ToArray()) { RulesetCondition rulesetCondition = null; ref var local = ref rulesetCondition; @@ -421,7 +421,7 @@ private static void TerminateEffect( } } - foreach (var guid in __instance.conditionGuidsToProcess.ToList()) + foreach (var guid in __instance.conditionGuidsToProcess.ToArray()) { RulesetCondition rulesetCondition = null; ref var local = ref rulesetCondition; @@ -458,7 +458,7 @@ private static void TerminateEffect( __instance.summonedItemGuidsToProcess.AddRange(activeEffect.TrackedSummonedItemGuids); - foreach (var guid in __instance.summonedItemGuidsToProcess.ToList()) + foreach (var guid in __instance.summonedItemGuidsToProcess.ToArray()) { RulesetItem rulesetItem = null; ref var local = ref rulesetItem; @@ -469,7 +469,7 @@ private static void TerminateEffect( } } - foreach (var guid in __instance.summonedItemGuidsToProcess.ToList()) + foreach (var guid in __instance.summonedItemGuidsToProcess.ToArray()) { RulesetItem itemToLose = null; ref var local = ref itemToLose; @@ -501,7 +501,7 @@ private static void TerminateLightAndItemEffectsOnWorldTravel( { var service = ServiceRepository.GetService(); - foreach (var trackedLightSourceGuid in activeEffect.TrackedLightSourceGuids.ToList()) + foreach (var trackedLightSourceGuid in activeEffect.TrackedLightSourceGuids.ToArray()) { RulesetLightSource rulesetLightSource = null; ref var local = ref rulesetLightSource; @@ -567,7 +567,7 @@ private static void TerminateLightAndItemEffectsOnWorldTravel( return; } - foreach (var itemPropertyGuid in activeEffect.TrackedItemPropertyGuids.ToList()) + foreach (var itemPropertyGuid in activeEffect.TrackedItemPropertyGuids.ToArray()) { RulesetItemProperty rulesetItemProperty = null; ref var local = ref rulesetItemProperty; diff --git a/SolastaUnfinishedBusiness/Patches/RulesetSpellRepertoirePatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetSpellRepertoirePatcher.cs index 66eb732006..db91e8a5ce 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetSpellRepertoirePatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetSpellRepertoirePatcher.cs @@ -38,14 +38,14 @@ public static class MaxPreparedSpell_Getter_Patch [UsedImplicitly] public static bool Prefix(RulesetSpellRepertoire __instance, ref int __result) { - var caster = __instance.GetCasterHero(); + var character = __instance.GetCaster(); - if (caster == null) + if (character == null) { return true; } - if (Level20Context.WizardSpellMastery.IsPreparation(caster, out var maxSpellMastery)) + if (Level20Context.WizardSpellMastery.IsPreparation(character, out var maxSpellMastery)) { __result = maxSpellMastery; @@ -53,7 +53,7 @@ public static bool Prefix(RulesetSpellRepertoire __instance, ref int __result) } // ReSharper disable once InvertIf - if (Level20Context.WizardSignatureSpells.IsPreparation(caster, out var maxSignatureSpells)) + if (Level20Context.WizardSignatureSpells.IsPreparation(character, out var maxSignatureSpells)) { __result = maxSignatureSpells; @@ -95,7 +95,7 @@ private static void SpendSpellSlot(RulesetSpellRepertoire __instance, int slotLe return; } - var hero = __instance.GetCasterHero(); + var character = __instance.GetCaster(); // vanilla behavior if a race or monster origin if (__instance.SpellCastingFeature.SpellCastingOrigin @@ -107,7 +107,14 @@ is FeatureDefinitionCastSpell.CastingOrigin.Race return; } - var warlockSpellRepertoire = SharedSpellsContext.GetWarlockSpellRepertoire(hero); + var hero = character as RulesetCharacterHero; + + RulesetSpellRepertoire warlockSpellRepertoire = null; + + if (hero != null) + { + warlockSpellRepertoire = SharedSpellsContext.GetWarlockSpellRepertoire(hero); + } // handle single caster scenarios both alternate system and vanilla if (!SharedSpellsContext.IsMulticaster(hero)) @@ -130,14 +137,14 @@ is FeatureDefinitionCastSpell.CastingOrigin.Race { var consume = true; - foreach (var spellRepertoire in hero.SpellRepertoires + foreach (var spellRepertoire in character.SpellRepertoires .Where(x => x.SpellCastingFeature.SpellCastingOrigin != FeatureDefinitionCastSpell.CastingOrigin.Race)) { if (Main.Settings.UseAlternateSpellPointsSystem) { SpellPointsContext.ConsumeSlotsAtLevelsPointsCannotCastAnymore( - hero, spellRepertoire, slotLevel, consume, true); + character, spellRepertoire, slotLevel, consume, true); consume = false; } @@ -263,7 +270,7 @@ public static void Postfix(RulesetSpellRepertoire __instance, ref int __result) return; } - var heroWithSpellRepertoire = __instance.GetCasterHero(); + var heroWithSpellRepertoire = __instance.GetCaster() as RulesetCharacterHero; if (!SharedSpellsContext.IsMulticaster(heroWithSpellRepertoire)) { @@ -292,19 +299,17 @@ public static bool Prefix(RulesetSpellRepertoire __instance, Dictionary spells, int spellLevel) { - var hero = spellRepertoire?.GetCasterHero(); + var character = spellRepertoire?.GetCaster(); // spellRepertoire is null during level up... - if (spellLevel == 0 || hero == null) + if (spellLevel == 0 || character == null) { return; } @@ -62,20 +63,23 @@ public static void Postfix( return; } - if (!SharedSpellsContext.IsMulticaster(hero)) + // NPCs cannot be multicasters so try to get a hero here + if (character is not RulesetCharacterHero hero || + !SharedSpellsContext.IsMulticaster(hero)) { //PATCH: support display cost on spell level blocks (SPELL_POINTS) - // ReSharper disable once InvertIf - if (Main.Settings.UseAlternateSpellPointsSystem && - spellRepertoire.spellCastingClass != Warlock) + if (!Main.Settings.UseAlternateSpellPointsSystem || + spellRepertoire.spellCastingClass == Warlock) { - for (var index = 0; index < __instance.table.childCount; ++index) - { - var component = __instance.table.GetChild(index).GetComponent(); + return; + } + + for (var index = 0; index < __instance.table.childCount; ++index) + { + var component = __instance.table.GetChild(index).GetComponent(); - SpellPointsContext.DisplayCostOnSpellLevelBlocks(__instance, component, spellLevel, - spells.Count); - } + SpellPointsContext.DisplayCostOnSpellLevelBlocks( + __instance, component, spellLevel, spells.Count); } return; diff --git a/SolastaUnfinishedBusiness/Patches/SpellActivationBoxPatcher.cs b/SolastaUnfinishedBusiness/Patches/SpellActivationBoxPatcher.cs index e153d3ad43..e4d14d02eb 100644 --- a/SolastaUnfinishedBusiness/Patches/SpellActivationBoxPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/SpellActivationBoxPatcher.cs @@ -68,10 +68,10 @@ public static void Prefix(SpellActivationBox __instance) return; } - var rulesetCaster = __instance.spellRepertoire.GetCasterHero(); + var rulesetCaster = __instance.spellRepertoire.GetCaster(); var caster = GameLocationCharacter.GetFromActor(rulesetCaster); - caster.RegisterShiftState(); + caster?.RegisterShiftState(); } } } diff --git a/SolastaUnfinishedBusiness/Races/Lizardfolk.cs b/SolastaUnfinishedBusiness/Races/Lizardfolk.cs index 100355b0dd..964349bc30 100644 --- a/SolastaUnfinishedBusiness/Races/Lizardfolk.cs +++ b/SolastaUnfinishedBusiness/Races/Lizardfolk.cs @@ -114,9 +114,9 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, var targets = action.ActionParams.TargetCharacters .Where(x => x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - .ToList(); + .ToArray(); - if (targets.Count == 0) + if (targets.Length == 0) { yield break; } diff --git a/SolastaUnfinishedBusiness/Races/Wildling.cs b/SolastaUnfinishedBusiness/Races/Wildling.cs index fed60073c2..f44ec14bd7 100644 --- a/SolastaUnfinishedBusiness/Races/Wildling.cs +++ b/SolastaUnfinishedBusiness/Races/Wildling.cs @@ -116,7 +116,7 @@ private static CharacterRaceDefinition BuildWildling() availableMorphotypeCategories.Add(MorphotypeElementDefinition.ElementCategory.Horns); - racePresentation.availableMorphotypeCategories = availableMorphotypeCategories.ToArray(); + racePresentation.availableMorphotypeCategories = [.. availableMorphotypeCategories]; racePresentation.maleHornsOptions = []; racePresentation.hornsTailAssetPrefix = CharacterRaceDefinitions.Tiefling.RacePresentation.hornsTailAssetPrefix; diff --git a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj index 52794230b6..45af69d066 100644 --- a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj +++ b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj @@ -3,7 +3,7 @@ 12 net48 - 1.5.97.31 + 1.5.97.33 https://github.com/SolastaMods/SolastaUnfinishedBusiness git Debug Install;Release Install diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs index fd24ff9fd8..f09f164d42 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs @@ -1217,18 +1217,19 @@ public EffectDescription GetEffectDescription( RulesetCharacter character, RulesetEffect rulesetEffect) { - var diceNumber = character.TryGetAttributeValue(AttributeDefinitions.CharacterLevel) switch + var characterLevel = character.TryGetAttributeValue(AttributeDefinitions.CharacterLevel); + var damageForm = effectDescription.EffectForms[0].DamageForm; + + damageForm.BonusDamage = CustomBehaviorResonatingStrike.SpellCastingModifier; + + if (characterLevel == 0) { - >= 17 => 3, - >= 11 => 2, - >= 5 => 1, - _ => 0 - }; + return effectDescription; + } - var damageForm = effectDescription.EffectForms[0].DamageForm; + var diceNumber = effectDescription.EffectAdvancement.ComputeAdditionalDiceByCasterLevel(characterLevel); damageForm.DiceNumber = diceNumber; - damageForm.BonusDamage = CustomBehaviorResonatingStrike.SpellCastingModifier; return effectDescription; } diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs index 69e86b9f53..12958e67c8 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs @@ -2066,11 +2066,11 @@ private IEnumerator HandleReaction( .Where(x => x.FormType == EffectForm.EffectFormType.Damage) .Select(x => x.DamageForm.DamageType) .Distinct() - .ToList(); + .ToArray(); - var resistanceDamageTypes = AllowedDamageTypes.Intersect(attackDamageTypes).ToList(); + var resistanceDamageTypes = AllowedDamageTypes.Intersect(attackDamageTypes).ToArray(); - if (resistanceDamageTypes.Count == 0) + if (resistanceDamageTypes.Length == 0) { yield break; } @@ -2246,7 +2246,8 @@ internal static SpellDefinition BuildSkinOfRetribution() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetEffectForms(EffectFormBuilder.DamageForm(DamageTypeCold)) + .SetEffectForms(EffectFormBuilder.DamageForm(DamageTypeCold, 0, DieType.D1, + TempHpPerLevelSkinOfRetribution)) .SetParticleEffectParameters(ConeOfCold) .Build()) .AddToDB(); @@ -2264,12 +2265,11 @@ internal static SpellDefinition BuildSkinOfRetribution() .SetSilent(Silent.WhenAdded) .SetPossessive() .SetFeatures(damageAffinitySkinOfRetribution) - .AddCustomSubFeatures(new OnConditionAddedOrRemovedSkinOfRetribution()) .CopyParticleReferences(PowerDomainElementalHeraldOfTheElementsCold) .AddToDB(); - powerSkinOfRetribution.AddCustomSubFeatures( - new ModifyEffectDescriptionSkinOfRetribution(conditionSkinOfRetribution)); + conditionSkinOfRetribution.AddCustomSubFeatures( + new CustomBehaviorSkinOfRetribution(conditionSkinOfRetribution, powerSkinOfRetribution)); return SpellDefinitionBuilder .Create(NAME) @@ -2301,21 +2301,28 @@ internal static SpellDefinition BuildSkinOfRetribution() .AddToDB(); } - private sealed class OnConditionAddedOrRemovedSkinOfRetribution - : IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe, - IPhysicalAttackFinishedOnMe, IMagicEffectFinishedOnMe + private sealed class CustomBehaviorSkinOfRetribution( + ConditionDefinition conditionSkinOfRetribution, + FeatureDefinitionPower powerSkinOfRetribution) + : IPhysicalAttackInitiatedOnMe, IMagicEffectAttackInitiatedOnMe, + IPhysicalAttackFinishedOnMe, IMagicEffectFinishedOnMe, IModifyEffectDescription { - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( - GameLocationBattleManager battleManager, + public IEnumerator OnMagicEffectAttackInitiatedOnMe( + CharacterActionMagicEffect action, + RulesetEffect activeEffect, GameLocationCharacter attacker, GameLocationCharacter defender, - ActionModifier actionModifier, - RulesetEffect rulesetEffect, - List actualEffectForms, + ActionModifier attackModifier, bool firstTarget, - bool criticalHit) + bool checkMagicalAttackDamage) { - RecordHandler(defender); + var rulesetDefender = defender.RulesetCharacter; + + if (rulesetDefender.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) + { + defender.SetSpecialFeatureUses("SkinOfRetribution", activeCondition.EffectLevel); + } yield break; } @@ -2326,26 +2333,45 @@ public IEnumerator OnMagicEffectFinishedOnMe( GameLocationCharacter defender, List targets) { - ResolveHandler(defender); + var rulesetDefender = defender.RulesetCharacter; + + if (rulesetDefender.TemporaryHitPoints == 0 && + rulesetDefender.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) + { + rulesetDefender.RemoveCondition(activeCondition); + } yield break; } - public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( - GameLocationBattleManager battleManager, - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, - bool firstTarget, - bool criticalHit) + public bool IsValid( + BaseDefinition definition, + RulesetCharacter character, + EffectDescription effectDescription) { - RecordHandler(defender); + return definition == powerSkinOfRetribution; + } - yield break; + public EffectDescription GetEffectDescription( + BaseDefinition definition, + EffectDescription effectDescription, + RulesetCharacter character, + RulesetEffect rulesetEffect) + { + var glc = GameLocationCharacter.GetFromActor(character); + + if (glc == null) + { + return effectDescription; + } + + var effectLevel = glc.GetSpecialFeatureUses("SkinOfRetribution", 1); + var damageForm = effectDescription.FindFirstDamageForm(); + + damageForm.BonusDamage = TempHpPerLevelSkinOfRetribution * effectLevel; + + return effectDescription; } public IEnumerator OnPhysicalAttackFinishedOnMe( @@ -2357,81 +2383,35 @@ public IEnumerator OnPhysicalAttackFinishedOnMe( RollOutcome rollOutcome, int damageAmount) { - ResolveHandler(defender); - - yield break; - } + var rulesetDefender = defender.RulesetCharacter; - private static void DamageReceivedHandler( - RulesetActor rulesetActor, - int damage, - string damageType, - ulong sourceGuid, - RollInfo rollInfo) - { - if (rulesetActor is not RulesetCharacter rulesetDefender || - rulesetDefender.TemporaryHitPoints > damage) + if (rulesetDefender.TemporaryHitPoints == 0 && + rulesetDefender.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) { - return; + rulesetDefender.RemoveCondition(activeCondition); } - var defender = GameLocationCharacter.GetFromActor(rulesetDefender); - - defender.SetSpecialFeatureUses("RemoveSkinOfRetribution", 1); + yield break; } - private static void RecordHandler(GameLocationCharacter defender) + public IEnumerator OnPhysicalAttackInitiatedOnMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier attackModifier, + RulesetAttackMode attackMode) { var rulesetDefender = defender.RulesetCharacter; - defender.SetSpecialFeatureUses("RemoveSkinOfRetribution", 0); - rulesetDefender.DamageReceived -= DamageReceivedHandler; - rulesetDefender.DamageReceived += DamageReceivedHandler; - } - - private static void ResolveHandler(GameLocationCharacter defender) - { - if (defender.GetSpecialFeatureUses("RemoveSkinOfRetribution") == 0) + if (rulesetDefender.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) { - return; + defender.SetSpecialFeatureUses("SkinOfRetribution", activeCondition.EffectLevel); } - var rulesetDefender = defender.RulesetCharacter; - - rulesetDefender.RemoveAllConditionsOfCategoryAndType( - AttributeDefinitions.TagEffect, "ConditionSkinOfRetribution"); - } - } - - private sealed class ModifyEffectDescriptionSkinOfRetribution(ConditionDefinition conditionSkinOfRetribution) - : IModifyEffectDescription - { - public bool IsValid( - BaseDefinition definition, - RulesetCharacter character, - EffectDescription effectDescription) - { - return effectDescription.HasDamageForm() && character.HasConditionOfType(conditionSkinOfRetribution); - } - - public EffectDescription GetEffectDescription( - BaseDefinition definition, - EffectDescription effectDescription, - RulesetCharacter character, - RulesetEffect rulesetEffect) - { - var rulesetCondition = - character.ConditionsByCategory - .SelectMany(x => x.Value) - .FirstOrDefault(x => - x.ConditionDefinition == conditionSkinOfRetribution); - var effectLevel = rulesetCondition!.EffectLevel; - - var damageForm = effectDescription.FindFirstDamageForm(); - - damageForm.BonusDamage = TempHpPerLevelSkinOfRetribution * effectLevel; - - return effectDescription; + yield break; } } diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs index fcb49cfef8..f6da9cb9b1 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs @@ -283,7 +283,7 @@ internal static SpellDefinition BuildNoxiousSpray() .AddToDB(); conditionNoxiousSpray.specialDuration = false; - + var spell = SpellDefinitionBuilder .Create(NAME) .SetGuiPresentation(Category.Spell, Sprites.GetSprite(NAME, Resources.NoxiousSpray, 128)) diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs index 11cee2b31d..d3cb9e29b2 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs @@ -527,7 +527,8 @@ public EffectDescription GetEffectDescription( } private sealed class MoveStepFinishedAshardalonStride( - FeatureDefinitionPower powerDamage, ConditionDefinition conditionMark) : IMoveStepStarted + FeatureDefinitionPower powerDamage, + ConditionDefinition conditionMark) : IMoveStepStarted { public void MoveStepStarted(GameLocationCharacter mover, int3 source, int3 destination) { diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs index ee78c06df8..4568bd0684 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs @@ -802,7 +802,7 @@ void ReactionValidated(ReactionRequestSpendBundlePower reactionRequest) var locationCharacterService = ServiceRepository.GetService(); var contenders = locationCharacterService.PartyCharacters.Union(locationCharacterService.GuestCharacters) - .ToList(); + .ToArray(); foreach (var contender in contenders) { @@ -1160,16 +1160,15 @@ internal static SpellDefinition BuildTelekinesis() { const string Name = "Telekinesis"; - var moveMode = FeatureDefinitionMoveModeBuilder - .Create($"MoveMode{Name}") - .SetGuiPresentationNoContent(true) - .SetMode(MoveMode.Fly, 0) - .AddToDB(); - var conditionTelekinesisRestrained = ConditionDefinitionBuilder .Create(ConditionDefinitions.ConditionRestrained, ConditionTelekinesisRestrainedName) .SetParentCondition(ConditionDefinitions.ConditionRestrained) - .SetFeatures(moveMode) + .SetFeatures( + FeatureDefinitionMoveModeBuilder + .Create("MoveModeFly0") + .SetGuiPresentation(FeatureDefinitionMoveModes.MoveModeFly12.GuiPresentation) + .SetMode(MoveMode.Fly, 0) + .AddToDB()) .AddToDB(); // there is indeed a typo on tag diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs index 10948755c9..4cf2b8fc58 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs @@ -270,7 +270,7 @@ internal static IEnumerator HandleRescueTheDyingReaction( x.CanPerceiveTarget(defender) && x.RulesetCharacter.UsableSpells.Contains(_rescueTheDying) && x.RulesetCharacter.AreSpellComponentsValid(_rescueTheDying)) - .ToList(); + .ToArray(); foreach (var contender in contenders) { diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel08.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel08.cs index 36c27ef583..c5d2b95a4d 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel08.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel08.cs @@ -1,7 +1,6 @@ using System; using System.Collections; using System.Collections.Generic; -using System.Linq; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Behaviors; using SolastaUnfinishedBusiness.Builders; @@ -202,7 +201,7 @@ private sealed class PowerOrSpellInitiatedByMeAbiDalzimHorridWilting( { public IEnumerator OnPowerOrSpellInitiatedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) { - var targets = action.ActionParams.TargetCharacters.ToList(); + var targets = action.ActionParams.TargetCharacters.ToArray(); var rulesetAttacker = action.ActingCharacter.RulesetCharacter; foreach (var target in targets) @@ -409,7 +408,7 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, public IEnumerator OnPowerOrSpellInitiatedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) { - var targets = action.ActionParams.TargetCharacters.ToList(); + var targets = action.ActionParams.TargetCharacters.ToArray(); var rulesetAttacker = action.ActingCharacter.RulesetCharacter; foreach (var target in targets) diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel09.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel09.cs index ec08e284e6..17ac66c808 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel09.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel09.cs @@ -79,8 +79,7 @@ internal static SpellDefinition BuildInvulnerability() .SetGuiPresentationNoContent(true) .SetDamageType(damageType.Name) .SetDamageAffinityType(DamageAffinityType.Immunity) - .AddToDB()) - .ToList()) + .AddToDB())) .CopyParticleReferences(DispelEvilAndGood) .AddToDB(); @@ -482,7 +481,7 @@ private static void RemoveTimeStop(GameLocationCharacter locationCharacter) var contenders = (Gui.Battle?.AllContenders ?? locationCharacterService.PartyCharacters.Union(locationCharacterService.GuestCharacters)) - .ToList(); + .ToArray(); foreach (var rulesetContender in contenders .Select(contender => contender.RulesetCharacter)) diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs index 31baaed87d..05de0ae004 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs @@ -1010,7 +1010,7 @@ public IEnumerator OnActionFinishedByMe(CharacterAction action) var rulesetCharacter = actingCharacter.RulesetCharacter; foreach (var power in rulesetCharacter.usablePowers - .ToList()) // required ToList() to avoid list was changed when Far Step in play + .ToArray()) // required ToArray() to avoid list was changed when Far Step in play { if (rulesetCharacter.IsPowerActive(power)) { diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheLife.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheLife.cs index b53912a9fc..37bec01ef6 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheLife.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheLife.cs @@ -63,12 +63,8 @@ public CircleOfTheLife() .AddToDB(); var conditionVerdancy14 = ConditionDefinitionBuilder - .Create(ConditionVerdancy14) - .SetGuiPresentation(ConditionVerdancy, Category.Condition, ConditionChildOfDarkness_DimLight) + .Create(conditionVerdancy, ConditionVerdancy14) .SetSpecialDuration(DurationType.Round, 5, (TurnOccurenceType)ExtraTurnOccurenceType.StartOfSourceTurn) - .SetPossessive() - .CopyParticleReferences(ConditionAided) - .AllowMultipleInstances() .AddCustomSubFeatures(OnConditionAddedOrRemovedVerdancy.Marker, CharacterTurnStartListenerVerdancy.Marker) .AddToDB(); @@ -225,7 +221,8 @@ public void OnCharacterTurnStarted(GameLocationCharacter locationCharacter) foreach (var rulesetCondition in rulesetCharacter.ConditionsByCategory .SelectMany(x => x.Value) - .Where(x => x.ConditionDefinition.Name is ConditionVerdancy or ConditionVerdancy14)) + .Where(x => x.ConditionDefinition.Name is ConditionVerdancy or ConditionVerdancy14) + .ToArray()) { var caster = EffectHelpers.GetCharacterByGuid(rulesetCondition.SourceGuid); diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs index 256da232fc..bfeb50a3e6 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs @@ -501,7 +501,7 @@ internal static IEnumerator HandleCauterizingFlamesBehavior(GameLocationCharacte character.LocationPosition == u.LocationPosition && u.RulesetActor is RulesetCharacterEffectProxy rulesetCharacterEffectProxy && rulesetCharacterEffectProxy.EffectProxyDefinition == EffectProxyCauterizingFlames) - .ToList(); // avoid changing enumerator + .ToArray(); // avoid changing enumerator foreach (var cauterizingFlamesProxy in cauterizingFlamesProxies) { diff --git a/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs b/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs index c5fe11bfd9..bbc2cb1e0d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs @@ -1,4 +1,5 @@ -using System.Collections; +using System; +using System.Collections; using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; @@ -318,7 +319,7 @@ public EffectDescription GetEffectDescription( if (character.UsedSpecialFeatures.TryGetValue(WhirlDamageType, out var damageIndex)) { var damageTypeDefinition = - DatabaseRepository.GetDatabase().ToList().ElementAt(damageIndex); + DatabaseRepository.GetDatabase().ToArray().ElementAt(damageIndex); damageForm.DamageType = damageTypeDefinition.Name; } @@ -393,9 +394,9 @@ void ReactionValidated(ReactionRequestSpendBundlePower reactionRequest) actualEffectForms.Insert(index + 1, effectDamageForm); - var damageTypes = DatabaseRepository.GetDatabase().ToList(); + var damageTypes = DatabaseRepository.GetDatabase().ToArray(); var damageTypeDefinition = damageTypes.FirstOrDefault(x => x.Name == damageType); - var damageIndex = damageTypes.IndexOf(damageTypeDefinition); + var damageIndex = Array.IndexOf(damageTypes, damageTypeDefinition); attacker.UsedSpecialFeatures.TryAdd(WhirlDamageType, damageIndex); } diff --git a/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs b/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs index 5473222c7a..ed774ea4e8 100644 --- a/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs +++ b/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs @@ -353,9 +353,9 @@ private IEnumerator Handler( actualEffectForms .Where(x => x.FormType == EffectForm.EffectFormType.Damage) .Select(x => x.DamageForm.DamageType)) - .ToList(); + .ToArray(); - if (damageTypes.Count == 0) + if (damageTypes.Length == 0) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs index 0ced1194a9..dbc04a015a 100644 --- a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs @@ -69,8 +69,8 @@ public sealed class InnovationArtillerist : AbstractSubclass private static readonly FeatureDefinitionMoveMode MoveModeEldritchCannon = FeatureDefinitionMoveModeBuilder - .Create($"MoveMode{Name}{EldritchCannon}") - .SetGuiPresentationNoContent(true) + .Create("MoveModeWalk3") + .SetGuiPresentation(DatabaseHelper.FeatureDefinitionMoveModes.MoveModeMove12.GuiPresentation) .SetMode(MoveMode.Walk, 3) .AddToDB(); diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs index ec724d0b98..d52ee2181d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs @@ -250,14 +250,16 @@ public MartialForceKnight() // Psionic Propulsion _ = FeatureDefinitionMoveModeBuilder - .Create(FeatureDefinitionMoveModes.MoveModeFly2, "MoveModeFly14") + .Create("MoveModeFly14") + .SetGuiPresentation(FeatureDefinitionMoveModes.MoveModeFly12.GuiPresentation) .SetMode(MoveMode.Fly, 14) .AddToDB(); for (var i = 14; i <= 18; i += 2) { _ = FeatureDefinitionMoveModeBuilder - .Create(FeatureDefinitionMoveModes.MoveModeMove2, $"MoveModeMove{i}") + .Create($"MoveModeMove{i}") + .SetGuiPresentation(FeatureDefinitionMoveModes.MoveModeMove12.GuiPresentation) .SetMode(MoveMode.Walk, i) .AddToDB(); } diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs index 7f14b54104..7cd7543de0 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs @@ -355,9 +355,7 @@ private sealed class MagicEffectFinishedByMePressTheAdvantage : IActionFinishedB public IEnumerator OnActionFinishedByMe(CharacterAction action) { if (action.ActionParams.RulesetEffect?.SourceDefinition.Name is not ( - "PowerMartialWarlordCoveringStrike" or - "PowerMartialWarlordExploitOpening" or - "PowerMartialWarlordPredictAttack")) + $"Power{Name}CoveringStrike" or $"Power{Name}ExploitOpening" or $"Power{Name}PredictAttack")) { yield break; } @@ -565,7 +563,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( var characterService = ServiceRepository.GetService(); var allies = new List(); - foreach (var guestCharacter in characterService.GuestCharacters.ToList()) + foreach (var guestCharacter in characterService.GuestCharacters.ToArray()) { if (guestCharacter.RulesetCharacter is not RulesetCharacterMonster rulesetCharacterMonster) { diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs index 59c33be0fa..96dd4fb933 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs @@ -220,7 +220,7 @@ private static bool HasSpecializedWeapon( .GetSubFeaturesByType() .Where(x => !weaponTypeDefinition || x.WeaponTypeDefinition == weaponTypeDefinition) .Select(x => x.WeaponTypeDefinition) - .ToList(); + .ToArray(); return rulesetAttackMode != null ? specializedWeapons.Any(x => ValidatorsWeapon.IsOfWeaponType(x)(rulesetAttackMode, null, null)) diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs index 18603916d2..97bba129bc 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs @@ -73,9 +73,8 @@ public PathOfTheSavagery() .Create($"Feature{Name}WrathAndFury") .SetGuiPresentation(Category.Feature) .AddCustomSubFeatures( - //new AttackEffectAfterDamageWrathAndFury(powerGrievousWound), - new UpgradeWeaponDice(GeUpgradedDice, ValidatorsWeapon.AlwaysValid, - ValidatorsCharacter.HasMeleeWeaponInMainAndOffhand), + new UpgradeWeaponDice(GeUpgradedDice, (_, _, c) => + ValidatorsCharacter.HasMeleeWeaponInMainAndOffhand(c)), new ActionFinishedByMeWrathAndFury()) .AddToDB(); diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs index b7c4c8640c..7ed8db5271 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs @@ -138,7 +138,7 @@ private class WildSurgeAfterRage(WildSurgeHandler handler, ConditionDefinition c { public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) { - if (characterAction.ActionId != Id.RageStart) + if (characterAction is not CharacterActionCombatRageStart) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs b/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs index dd8fd7da6d..a048befa49 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs @@ -214,7 +214,7 @@ public RangerHellWalker() .Build()) .AddToDB()) .Cast() - .ToList(); + .ToArray(); PowerBundle.RegisterPowerBundle(powerFiendishSpawnPool, true, powerFiendishSpawnList); diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs index c4ddfee0d2..83c3e04af7 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs @@ -68,7 +68,7 @@ private static FeatureDefinitionFeatureSet BuildDiscipleFeatureSet() // ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator foreach (var featureDefinitionAncestry in DatabaseRepository.GetDatabase() .Where(x => x.Type == AncestryType.BarbarianClaw) - .ToList()) + .ToArray()) { var newAncestryName = featureDefinitionAncestry.Name.Replace("PathClaw", Name); var ancestry = FeatureDefinitionAncestryBuilder diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheStormSoul.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheStormSoul.cs index c09e20b754..c7925f80e7 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheStormSoul.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheStormSoul.cs @@ -356,11 +356,9 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, var usablePower = PowerProvider.Get(powerEyeOfTheStormLeap, rulesetAttacker); var targets = Gui.Battle.GetContenders(attacker) .Where(x => - x.RulesetActor.ConditionsByCategory - .SelectMany(y => y.Value) - .Any(z => - z.ConditionDefinition == conditionEyeOfTheStorm && - z.SourceGuid == rulesetAttacker.Guid)) + x.RulesetActor.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionEyeOfTheStorm.Name, out var activeCondition) && + activeCondition.SourceGuid == rulesetAttacker.Guid) .ToArray(); // eye of the storm leap is a use at will power diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs index 9fd4c77bc4..c6caca28c6 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs @@ -317,9 +317,9 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, var actingCharacter = action.ActingCharacter; var targets = action.ActionParams.TargetCharacters .Where(x => CanBowAttack(actingCharacter, x)) - .ToList(); + .ToArray(); - if (targets.Count == 0) + if (targets.Length == 0) { yield break; } diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt index 347c6619ff..daab96581e 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=Eine Kreatur ist kurz davor, dic Reaction/&CustomReactionSecondChanceReactDescription=Erzwinge erneutes Rollen. Reaction/&CustomReactionSecondChanceReactTitle=Ausgeben Reaction/&CustomReactionSecondChanceTitle=Zweite Chance -Reaction/&ReactionAttackExploiterDescription={1} hat {0} angegriffen. Du kannst deine Reaktion nutzen, um {0} mit einem Nahkampfangriff auszunutzen. +Reaction/&ReactionAttackExploiterDescription={0} wurde von einem Angriff getroffen. Du kannst eine Reaktion nutzen, um einen Nahkampfangriff dagegen auszuführen. Reaction/&ReactionAttackExploiterReactDescription=Nutzen Sie Ihre Reaktion zum Angriff. Reaction/&ReactionAttackExploiterReactTitle=Attacke Reaction/&ReactionAttackExploiterTitle=Ausbeuten diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt index 9513559fbe..c698853701 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Du lernst, Höllenfeuer anzurufen, Feat/&FeatGroupFlamesOfPhlegethosTitle=Flammen von Phlegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Allgemeiner Adept und Eingeweihter +Feat/&FeatGroupGrapplerDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihr Stärke- oder Geschicklichkeitswert wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. +Feat/&FeatGroupGrapplerTitle=Greifer Feat/&FeatGroupGrudgeBearerDescription=Sie empfinden einen tiefen Hass auf eine bestimmte Art von Kreatur. Wählen Sie Ihre Feinde, eine Art von Kreatur, die die Last Ihres Zorns trägt: Anomalien, Bestien, Himmlische, Konstrukte, Drachen, Elementare, Feenwesen, Unholde, Riesen, Monstrositäten, Schleime, Pflanzen oder Untote. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihren Stärke-, Konstitutions- oder Weisheitswert um 1, bis zu einem Maximum von 20.\n• Während der ersten Runde eines Kampfes gegen Ihre ausgewählten Feinde haben Ihre Angriffswürfe gegen jeden von ihnen einen Vorteil.\n• Wenn einer Ihrer ausgewählten Feinde einen Gelegenheitsangriff gegen Sie durchführt, ist der Angriffswurf im Nachteil. Feat/&FeatGroupGrudgeBearerTitle=Grollträger Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt index 33fd188431..16fd080b7e 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} durchdringt kritisch {1} Feedback/&AdditionalDamageSpearMasteryFormat=Speermeisterschaft! Feedback/&AdditionalDamageSpearMasteryLine={0} hat den Speer bereit und fügt {1} zusätzlichen {2} Schaden zu! -Reaction/&ReactionAttackOldTacticsDescription={0} stand auf. {1} kann eine Reaktion nutzen, um einen Nahkampfangriff dagegen auszuführen. +Reaction/&ReactionAttackOldTacticsDescription={0} ist aufgestanden. Du kannst eine Reaktion nutzen, um einen Nahkampfangriff dagegen auszuführen. Reaction/&ReactionAttackOldTacticsReactDescription=Nutzen Sie Ihre Reaktion zum Angriff. Reaction/&ReactionAttackOldTacticsReactTitle=Attacke Reaction/&ReactionAttackOldTacticsTitle=Alte Taktiken diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt index 5558d2ba67..8e45500f3c 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=Sie können kosmische Kräfte des Bösen ka Feat/&FeatBalefulScionStrTitle=Unheilvoller Spross [Str] Feat/&FeatBalefulScionWisDescription=Sie können kosmische Kräfte des Bösen kanalisieren, um diese Vorteile zu erlangen:\n• Erhöhen Sie Ihre Weisheit um 1, bis zu einem Maximum von 20.\n• Einmal pro Runde können Sie einer Kreatur, die Sie in einem Umkreis von 60 Fuß sehen können, Schaden zufügen und ihr außerdem nekrotischen Schaden zufügen. Der nekrotische Schaden entspricht 1W6 + Ihrem Kompetenzbonus und Sie erhalten eine Anzahl an Trefferpunkten zurück, die 1W6 + Ihrem Kompetenzbonus entspricht. Sie können diesen Vorteil so oft nutzen, wie Ihr Kompetenzbonus beträgt, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Ruhepause beenden. Feat/&FeatBalefulScionWisTitle=Unheilvoller Spross [Weisheit] +Feat/&FeatBrawlerDescription=Sie sind ein Experte im Nahkampf und profitieren von den folgenden Vorteilen: \n• Ihre unbewaffneten Schläge verursachen Schlagschaden von 1W6+Stärkemodifikator. Wenn Sie beim Angriffswurf keine Waffen oder keinen Schild tragen, wird der W6 zu einem W8.\n• Wenn Sie die Angriffsaktion ausführen und mindestens eine freie Hand haben, können Sie Ihre Bonusaktion verwenden, um entweder einen unbewaffneten Schlag auszuführen oder eine Kreatur zu packen. +Feat/&FeatBrawlerTitle=Zänker Feat/&FeatChefConDescription=Erhöhen Sie Ihre Konstitution um 1 bis zu einem Maximum von 20.\nSie können 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die Sie und Ihre Gefährten um 1W8 HP heilt.\nEinmal am Tag können Sie eine Stunde damit verbringen, eine Anzahl an Leckereien zu kochen, die Ihrem Kompetenzbonus entspricht und beim Verzehr 5 temporäre HP gewährt. Feat/&FeatChefConTitle=Koch [mit] Feat/&FeatChefWisDescription=Erhöhen Sie Ihre Weisheit um 1 bis zu einem Maximum von 20.\nSie können 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die Sie und Ihre Gefährten um 1W8 HP heilt.\nEinmal am Tag können Sie eine Stunde damit verbringen, eine Anzahl an Leckereien zu kochen, die Ihrem Kompetenzbonus entspricht und beim Verzehr 5 temporäre HP gewährt. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Erhöhen Sie Ihre Konstitution um 1 bis zu Feat/&FeatFrostAdaptationTitle=Frostanpassung Feat/&FeatGiftOfTheChromaticDragonDescription=Sie haben etwas von der Macht chromatischer Drachen manifestiert, was Ihnen die folgenden Vorteile verleiht:\n• Chromatische Infusion: Als Bonusaktion können Sie eine einfache Waffe oder eine Kampfwaffe berühren und sie mit einer der folgenden Schadensarten erfüllen: Säure, Kälte, Feuer, Blitz oder Gift. In der nächsten Minute verursacht die Waffe bei einem Treffer zusätzliche 1W4 Schaden der gewählten Art. Nachdem Sie diese Bonusaktion verwendet haben, können Sie sie nicht erneut tun, bis Sie eine lange Rast beendet haben.\n• Reaktive Resistenz: Wenn Sie Säure-, Kälte-, Feuer-, Blitz- oder Giftschaden erleiden, können Sie Ihre Reaktion nutzen, um sich bis zum Ende seines Zuges Resistenz gegen diesen Schadensfall zu verleihen. Sie können diese Reaktion so oft verwenden, wie es Ihrem Kompetenzbonus entspricht, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Rast beendet haben. Feat/&FeatGiftOfTheChromaticDragonTitle=Geschenk des chromatischen Drachen -Feat/&FeatGrapplerDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihr Stärke- oder Geschicklichkeitswert wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. -Feat/&FeatGrapplerTitle=Greifer +Feat/&FeatGrapplerDexDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihre Geschicklichkeit wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. +Feat/&FeatGrapplerDexTitle=Greifer (Geschick) +Feat/&FeatGrapplerStrDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihre Stärke wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. +Feat/&FeatGrapplerStrTitle=Grappler [Str] Feat/&FeatGroupSkillExpertDescription=Sie haben Ihre Kenntnisse in bestimmten Fertigkeiten verfeinert, wodurch Sie die folgenden Vorteile erhalten:\n• Erhöhen Sie einen Fähigkeitswert Ihrer Wahl um 1 bis zu einem Maximum von 20.\n• Sie erlangen Kenntnisse in einer Fertigkeit Ihrer Wahl.\n• Sie erlangen Fachwissen in einer Fertigkeit Ihrer Wahl. Feat/&FeatGroupSkillExpertTitle=Fähigkeitsexperte Feat/&FeatHealerDescription=Sie erlangen Kompetenz oder Expertise in Medizinprüfungen. Sie erlangen die Fähigkeit, eine sterbende Kreatur einmal pro langer Pause zu stabilisieren. Sie können eine Aktion verwenden, um 1W6 + 4 + Trefferpunkte der Charakterstufe so oft pro langer Pause wiederherzustellen, wie es Ihrem Weisheitsmodifikator entspricht. diff --git a/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt b/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt index 5696fd5f1a..ddcd9313dd 100644 --- a/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Gelegenheitsangriff Reaction/&ReactionAttackSentinelDescription={0} hat einen deiner Verbündeten angegriffen. Als Antwort kannst du deine Reaktion zum Angriff nutzen. Reaction/&ReactionAttackSentinelReactDescription=Nutzen Sie die Reaktion zum Angriff. Reaction/&ReactionAttackSentinelReactTitle=Attacke -Reaction/&ReactionAttackSentinelTitle=Abfangen +Reaction/&ReactionAttackSentinelTitle=Wächter diff --git a/SolastaUnfinishedBusiness/Translations/de/Races/Wyrmkin-de.txt b/SolastaUnfinishedBusiness/Translations/de/Races/Wyrmkin-de.txt index 014e4e3638..a3aca261ec 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Races/Wyrmkin-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Races/Wyrmkin-de.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=Hohe Wyrmkins stammen von einer Rasse von Wyrms Race/&RaceHighWyrmkinTitle=Hoher Wyrmkin Race/&RaceWyrmkinDescription=Wyrmkins sind größere Cousins der Drachengeborenen, die von einer anderen Drachenrasse abstammen. Im Gegensatz zu Drachengeborenen können sie im Dunkeln sehen. Race/&RaceWyrmkinTitle=Wyrmkin -Reaction/&ReactionAttackReactiveRetributionDescription={0} hat dich mit einem Angriff getroffen. Nutze deine Reaktion, um {0} anzugreifen. +Reaction/&ReactionAttackReactiveRetributionDescription={0} hat dich mit einem Angriff getroffen. Du kannst deine Reaktion nutzen, um dagegen anzugreifen. Reaction/&ReactionAttackReactiveRetributionReactDescription=Nutzen Sie Ihre Reaktion zum Angriff. Reaction/&ReactionAttackReactiveRetributionReactTitle=Attacke Reaction/&ReactionAttackReactiveRetributionTitle=Reaktive Vergeltung diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDread-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDread-de.txt index d55509c355..887c2367db 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDread-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDread-de.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=Sie können Ihren Kanalgöt Feature/&PowerOathOfDreadDreadfulPresenceTitle=Channel Divinity: Schreckliche Präsenz Feedback/&AdditionalDamageAspectOfDreadFormat=Aspekt des Schreckens! Feedback/&AdditionalDamageAspectOfDreadLine={0} führt einen Schreckensangriff auf {1} (+{2}) aus -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} hat {1} angegriffen. Du kannst deine Reaktion nutzen, um einen Nahkampfangriff dagegen auszuführen. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} hat dich mit einem Angriff getroffen. Du kannst deine Reaktion nutzen, um einen Nahkampfangriff dagegen auszuführen. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Nutzen Sie Ihre Reaktion zum Angriff. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Attacke Reaction/&ReactionAttackHarrowingCrusadeTitle=Grauenvoller Kreuzzug diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt index f9b6d31e97..9585888843 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=A creature is about to hit you w Reaction/&CustomReactionSecondChanceReactDescription=Force reroll. Reaction/&CustomReactionSecondChanceReactTitle=Spend Reaction/&CustomReactionSecondChanceTitle=Second Chance -Reaction/&ReactionAttackExploiterDescription={1} attacked {0}. You can use your reaction to make a melee weapon attack to exploit {0}. +Reaction/&ReactionAttackExploiterDescription={0} was hit with an attack. You can use a reaction to make a melee weapon attack against it. Reaction/&ReactionAttackExploiterReactDescription=Use your reaction to attack. Reaction/&ReactionAttackExploiterReactTitle=Attack Reaction/&ReactionAttackExploiterTitle=Exploiter diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt index 6d58874dfb..0155b6f340 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=You learn to call on hellfire to se Feat/&FeatGroupFlamesOfPhlegethosTitle=Flames of Phlegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=General Adept & Initiate +Feat/&FeatGroupGrapplerDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. +Feat/&FeatGroupGrapplerTitle=Grappler Feat/&FeatGroupGrudgeBearerDescription=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:\n• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.\n• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.\n• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. Feat/&FeatGroupGrudgeBearerTitle=Grudge Bearer Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt index 5869e5c3c8..c1ef12c63b 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} critically pierces {1} Feedback/&AdditionalDamageSpearMasteryFormat=Spear Mastery! Feedback/&AdditionalDamageSpearMasteryLine={0} has readied spear and deals extra {2} damage to {1}! -Reaction/&ReactionAttackOldTacticsDescription={0} stood up. {1} can use a reaction to make a melee weapon attack against it. +Reaction/&ReactionAttackOldTacticsDescription={0} stood up. You can use a reaction to make a melee weapon attack against it. Reaction/&ReactionAttackOldTacticsReactDescription=Use your reaction to attack. Reaction/&ReactionAttackOldTacticsReactTitle=Attack Reaction/&ReactionAttackOldTacticsTitle=Old Tactics diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt index dfdc26226d..031b79c5ae 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=You can channel cosmic forces of evil to ga Feat/&FeatBalefulScionStrTitle=Baleful Scion [Str] Feat/&FeatBalefulScionWisDescription=You can channel cosmic forces of evil to gain these benefits:\n• Increase your Wisdom by 1, to a maximum of 20.\n• Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to 1D6 + your proficiency bonus. 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. Feat/&FeatBalefulScionWisTitle=Baleful Scion [Wis] +Feat/&FeatBrawlerDescription=You are an expert at hand-to-hand combat, gaining the following benefits: \n• Your Unarmed Strikes deal 1d6+Strength modifier bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.\n• When you take the Attack action and got at least one free hand, you can use your bonus action to either make an unarmed strike or grapple a creature. +Feat/&FeatBrawlerTitle=Brawler Feat/&FeatChefConDescription=Increase your Constitution by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten. Feat/&FeatChefConTitle=Chef [Con] Feat/&FeatChefWisDescription=Increase your Wisdom by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Increase your Constitution by 1, to a maxim Feat/&FeatFrostAdaptationTitle=Frost Adaptation Feat/&FeatGiftOfTheChromaticDragonDescription=You've manifested some of the power of chromatic dragons, granting you the following benefits:\n• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.\n• Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. 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. Feat/&FeatGiftOfTheChromaticDragonTitle=Gift of the Chromatic Dragon -Feat/&FeatGrapplerDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. -Feat/&FeatGrapplerTitle=Grappler +Feat/&FeatGrapplerDexDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Dexterity by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. +Feat/&FeatGrapplerDexTitle=Grappler [Dex] +Feat/&FeatGrapplerStrDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. +Feat/&FeatGrapplerStrTitle=Grappler [Str] Feat/&FeatGroupSkillExpertDescription=You have honed your proficiency with particular skills, granting you the following benefits:\n• Increase one ability score of your choice by 1, to a maximum of 20.\n• You gain proficiency in one skill of your choice.\n• You gain expertise in one skill of your choice. Feat/&FeatGroupSkillExpertTitle=Skill Expert Feat/&FeatHealerDescription=You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier. diff --git a/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt b/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt index 5b07b84ad1..521867e542 100644 --- a/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Attack of Opportunity Reaction/&ReactionAttackSentinelDescription={0} attacked one of your allies, in response you can use your reaction to attack. Reaction/&ReactionAttackSentinelReactDescription=Use reaction to attack. Reaction/&ReactionAttackSentinelReactTitle=Attack -Reaction/&ReactionAttackSentinelTitle=Interception +Reaction/&ReactionAttackSentinelTitle=Sentinel diff --git a/SolastaUnfinishedBusiness/Translations/en/Races/Wyrmkin-en.txt b/SolastaUnfinishedBusiness/Translations/en/Races/Wyrmkin-en.txt index b865ca0892..34464add6d 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Races/Wyrmkin-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Races/Wyrmkin-en.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=High Wyrmkins descended from a race of wyrms th Race/&RaceHighWyrmkinTitle=High Wyrmkin Race/&RaceWyrmkinDescription=Wyrmkins are larger cousins of Dragonborns descended from another race of dragons. Unlike Dragonborns, they can see in the dark. Race/&RaceWyrmkinTitle=Wyrmkin -Reaction/&ReactionAttackReactiveRetributionDescription={0} has hit you with an attack. Use your reaction to make an attack to {0}. +Reaction/&ReactionAttackReactiveRetributionDescription={0} has hit you with an attack. You can use your reaction to make an attack against it. Reaction/&ReactionAttackReactiveRetributionReactDescription=Use your reaction to attack. Reaction/&ReactionAttackReactiveRetributionReactTitle=Attack Reaction/&ReactionAttackReactiveRetributionTitle=Reactive Retribution diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDread-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDread-en.txt index a189c83a91..8b01168333 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDread-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDread-en.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=You can use your Channel Di Feature/&PowerOathOfDreadDreadfulPresenceTitle=Channel Divinity: Dreadful Presence Feedback/&AdditionalDamageAspectOfDreadFormat=Aspect of Dread! Feedback/&AdditionalDamageAspectOfDreadLine={0} performs an aspect of dread attack on {1} (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} attacked {1}. You can use your reaction to make a melee weapon attack against it. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} has hit you with an attack. You can use your reaction to make a melee weapon attack against it. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Use your reaction to attack. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Attack Reaction/&ReactionAttackHarrowingCrusadeTitle=Harrowing Crusade diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt index 30f3ed03a4..faae26b32a 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=¡Una criatura está a punto de Reaction/&CustomReactionSecondChanceReactDescription=Forzar repetición. Reaction/&CustomReactionSecondChanceReactTitle=Gastar Reaction/&CustomReactionSecondChanceTitle=Segunda oportunidad -Reaction/&ReactionAttackExploiterDescription={1} atacó a {0}. Puedes usar tu reacción para realizar un ataque con arma cuerpo a cuerpo para aprovecharte de {0}. +Reaction/&ReactionAttackExploiterDescription={0} fue alcanzado por un ataque. Puedes usar una reacción para atacarlo con un arma cuerpo a cuerpo. Reaction/&ReactionAttackExploiterReactDescription=Utilice su reacción para atacar. Reaction/&ReactionAttackExploiterReactTitle=Ataque Reaction/&ReactionAttackExploiterTitle=Explotar diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt index 89ac26b686..324260ae19 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Aprendes a invocar el fuego del inf Feat/&FeatGroupFlamesOfPhlegethosTitle=Llamas de Flegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepto general e iniciado +Feat/&FeatGroupGrapplerDescription=Has desarrollado las habilidades necesarias para defenderte en combate cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza o Destreza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. +Feat/&FeatGroupGrapplerTitle=Luchador Feat/&FeatGroupGrudgeBearerDescription=Sientes un profundo odio hacia un tipo particular de criatura. Elige a tus enemigos, un tipo de criatura que soportará la carga de tu ira: aberraciones, bestias, celestiales, constructos, dragones, elementales, hadas, demonios, gigantes, monstruosidades, cienos, plantas o no-muertos. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza, Constitución o Sabiduría en 1, hasta un máximo de 20.\n• Durante la primera ronda de cualquier combate contra tus enemigos elegidos, tus tiradas de ataque contra cualquiera de ellos tienen ventaja.\n• Cuando cualquiera de tus enemigos elegidos realiza un ataque de oportunidad contra ti, realiza la tirada de ataque con desventaja. Feat/&FeatGroupGrudgeBearerTitle=Portador de rencor Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt index 9afaee9185..34d51f47af 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=¡Perforadores! Feedback/&AdditionalDamagePiercerLine={0} perfora críticamente a {1} Feedback/&AdditionalDamageSpearMasteryFormat=¡Maestría en la lanza! Feedback/&AdditionalDamageSpearMasteryLine=¡{0} ha preparado su lanza e inflige {2} daño adicional a {1}! -Reaction/&ReactionAttackOldTacticsDescription={0} se puso de pie. {1} puede usar una reacción para realizar un ataque con arma cuerpo a cuerpo contra él. +Reaction/&ReactionAttackOldTacticsDescription={0} se puso de pie. Puedes usar una reacción para atacarlo con un arma cuerpo a cuerpo. Reaction/&ReactionAttackOldTacticsReactDescription=Utilice su reacción para atacar. Reaction/&ReactionAttackOldTacticsReactTitle=Ataque Reaction/&ReactionAttackOldTacticsTitle=Viejas tácticas diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt index ca718c9e72..57138c55a5 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=Puedes canalizar fuerzas cósmicas del mal Feat/&FeatBalefulScionStrTitle=Vástago funesto [Str] Feat/&FeatBalefulScionWisDescription=Puedes canalizar fuerzas cósmicas del mal para obtener estos beneficios:\n• Aumenta tu Sabiduría en 1, hasta un máximo de 20.\n• Una vez por turno, cuando dañas a una criatura que puedes ver a 60 pies o menos de ti, también puedes infligirle daño necrótico. El daño necrótico es igual a 1d6 + tu bonificador por competencia, y recuperas una cantidad de puntos de golpe igual a 1D6 + tu bonificador por competencia. Puedes usar este beneficio una cantidad de veces igual a tu bonificador por competencia, y recuperas todos los usos gastados cuando terminas un descanso prolongado. Feat/&FeatBalefulScionWisTitle=Vástago funesto [Sabiduría] +Feat/&FeatBrawlerDescription=Eres un experto en combate cuerpo a cuerpo, lo que te permite obtener los siguientes beneficios: \n• Tus ataques sin armas infligen 1d6 + tu modificador de Fuerza de daño contundente. Si no llevas armas ni escudo cuando haces la tirada de ataque, el d6 se convierte en un d8.\n• Cuando realizas la acción de Ataque y tienes al menos una mano libre, puedes usar tu acción adicional para realizar un ataque sin armas o apresar a una criatura. +Feat/&FeatBrawlerTitle=Alborotador Feat/&FeatChefConDescription=Aumenta tu Constitución en 1, hasta un máximo de 20.\nPuedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros 1d8 HP.\nUna vez al día, puedes dedicar una hora a cocinar una cantidad de delicias igual a tu bonificación de competencia que proporcionan 5 HP temporales cuando se comen. Feat/&FeatChefConTitle=Chef [Con] Feat/&FeatChefWisDescription=Aumenta tu Sabiduría en 1, hasta un máximo de 20.\nPuedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros 1d8 HP.\nUna vez al día, puedes dedicar una hora a cocinar una cantidad de golosinas igual a tu bonificación por competencia que proporcionan 5 HP temporales cuando se comen. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Aumenta tu Constitución en 1, hasta un má Feat/&FeatFrostAdaptationTitle=Adaptación a las heladas Feat/&FeatGiftOfTheChromaticDragonDescription=Has manifestado parte del poder de los dragones cromáticos, lo que te otorga los siguientes beneficios:\n• Infusión cromática: como acción adicional, puedes tocar un arma simple o marcial e infundirle uno de los siguientes tipos de daño: ácido, frío, fuego, relámpago o veneno. Durante el siguiente minuto, el arma inflige 1d4 puntos de daño adicional del tipo elegido cuando impacta. Después de usar esta acción adicional, no puedes volver a hacerlo hasta que termines un descanso prolongado.\n• Resistencia reactiva: cuando recibes daño por ácido, frío, fuego, relámpago o veneno, puedes usar tu reacción para darte resistencia a esa instancia de daño hasta el final de su turno. Puedes usar esta reacción una cantidad de veces igual a tu bonificación por competencia, y recuperas todos los usos gastados cuando terminas un descanso prolongado. Feat/&FeatGiftOfTheChromaticDragonTitle=Regalo del Dragón Cromático -Feat/&FeatGrapplerDescription=Has desarrollado las habilidades necesarias para defenderte en combate cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza o Destreza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. -Feat/&FeatGrapplerTitle=Luchador +Feat/&FeatGrapplerDexDescription=Has desarrollado las habilidades necesarias para defenderte en combates cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu Destreza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. +Feat/&FeatGrapplerDexTitle=Luchador [Dex] +Feat/&FeatGrapplerStrDescription=Has desarrollado las habilidades necesarias para defenderte en combates cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu Fuerza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. +Feat/&FeatGrapplerStrTitle=Luchador [Fuerza] Feat/&FeatGroupSkillExpertDescription=Has perfeccionado tu competencia con habilidades específicas, lo que te otorga los siguientes beneficios:\n• Aumenta una puntuación de característica de tu elección en 1, hasta un máximo de 20.\n• Obtienes competencia en una habilidad de tu elección.\n• Obtienes experiencia en una habilidad de tu elección. Feat/&FeatGroupSkillExpertTitle=Experto en habilidades Feat/&FeatHealerDescription=Obtienes competencia o pericia en pruebas de Medicina. Obtienes la capacidad de estabilizar a una criatura moribunda una vez por descanso prolongado. Puedes usar una acción para recuperar 1d6 + 4 + puntos de golpe del nivel del personaje una cantidad de veces por descanso prolongado igual a tu modificador de Sabiduría. diff --git a/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt b/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt index af411fdc1b..4c3da44217 100644 --- a/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Ataque de oportunidad Reaction/&ReactionAttackSentinelDescription={0} atacó a uno de tus aliados, en respuesta puedes usar tu reacción para atacar. Reaction/&ReactionAttackSentinelReactDescription=Utilice la reacción para atacar. Reaction/&ReactionAttackSentinelReactTitle=Ataque -Reaction/&ReactionAttackSentinelTitle=Interceptación +Reaction/&ReactionAttackSentinelTitle=Centinela diff --git a/SolastaUnfinishedBusiness/Translations/es/Races/Wyrmkin-es.txt b/SolastaUnfinishedBusiness/Translations/es/Races/Wyrmkin-es.txt index 616b9b6d79..8bf3a6f79a 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Races/Wyrmkin-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Races/Wyrmkin-es.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=Los Wyrmkins superiores descienden de una raza Race/&RaceHighWyrmkinTitle=Alto Wyrmkin Race/&RaceWyrmkinDescription=Wyrmkins son primos mayores de Dragonborns descendientes de otra raza de dragones. A diferencia de los Dragonborns, pueden ver en la oscuridad. Race/&RaceWyrmkinTitle=Wyrmkin -Reaction/&ReactionAttackReactiveRetributionDescription={0} te ha golpeado con un ataque. Usa tu reacción para atacar a {0}. +Reaction/&ReactionAttackReactiveRetributionDescription={0} te ha atacado. Puedes usar tu reacción para atacarlo. Reaction/&ReactionAttackReactiveRetributionReactDescription=Utilice su reacción para atacar. Reaction/&ReactionAttackReactiveRetributionReactTitle=Ataque Reaction/&ReactionAttackReactiveRetributionTitle=Retribución reactiva diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDread-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDread-es.txt index 106bd8cb4b..9979e22ce1 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDread-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDread-es.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=Puedes usar tu Canalizar di Feature/&PowerOathOfDreadDreadfulPresenceTitle=Canal Divinidad: Presencia Terrible Feedback/&AdditionalDamageAspectOfDreadFormat=¡Aspecto de terror! Feedback/&AdditionalDamageAspectOfDreadLine={0} realiza un aspecto de ataque de terror en {1} (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} atacó a {1}. Puedes usar tu reacción para atacarlo con un arma cuerpo a cuerpo. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} te ha atacado. Puedes usar tu reacción para atacarlo con un arma cuerpo a cuerpo. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Utilice su reacción para atacar. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Ataque Reaction/&ReactionAttackHarrowingCrusadeTitle=Cruzada desgarradora diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt index efaa24b1a8..155a87b4f7 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=Une créature est sur le point d Reaction/&CustomReactionSecondChanceReactDescription=Forcer la relance. Reaction/&CustomReactionSecondChanceReactTitle=Dépenser Reaction/&CustomReactionSecondChanceTitle=Deuxième chance -Reaction/&ReactionAttackExploiterDescription={1} a attaqué {0}. Vous pouvez utiliser votre réaction pour effectuer une attaque d'arme de mêlée afin d'exploiter {0}. +Reaction/&ReactionAttackExploiterDescription={0} a été touché par une attaque. Vous pouvez utiliser une réaction pour effectuer une attaque d'arme de mêlée contre lui. Reaction/&ReactionAttackExploiterReactDescription=Utilisez votre réaction pour attaquer. Reaction/&ReactionAttackExploiterReactTitle=Attaque Reaction/&ReactionAttackExploiterTitle=Exploiter diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt index 528defd01e..162cecd0b1 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Vous apprenez à invoquer le feu de Feat/&FeatGroupFlamesOfPhlegethosTitle=Flammes de Phlégéthos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepte général et initié +Feat/&FeatGroupGrapplerDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre score de Force ou de Dextérité de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage sur les jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. +Feat/&FeatGroupGrapplerTitle=Grappin Feat/&FeatGroupGrudgeBearerDescription=Vous éprouvez une haine profonde pour un type particulier de créature. Choisissez vos ennemis, un type de créature qui portera le fardeau de votre colère : aberrations, bêtes, célestes, créatures artificielles, dragons, élémentaires, fées, démons, géants, monstruosités, limons, plantes ou morts-vivants. Vous obtenez les avantages suivants :\n• Augmentez votre score de Force, de Constitution ou de Sagesse de 1, jusqu'à un maximum de 20.\n• Pendant le premier round de tout combat contre vos ennemis choisis, vos jets d'attaque contre n'importe lequel d'entre eux ont l'avantage.\n• Lorsque l'un de vos ennemis choisis effectue une attaque d'opportunité contre vous, il fait en sorte que le jet d'attaque soit désavantagé. Feat/&FeatGroupGrudgeBearerTitle=Le rancunier Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt index 8e6b35a66c..3abd09b0f0 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=Les perceurs ! Feedback/&AdditionalDamagePiercerLine={0} perce de manière critique {1} Feedback/&AdditionalDamageSpearMasteryFormat=Maîtrise de la lance ! Feedback/&AdditionalDamageSpearMasteryLine={0} a préparé sa lance et inflige {2} dégâts supplémentaires à {1} ! -Reaction/&ReactionAttackOldTacticsDescription={0} s'est levé. {1} peut utiliser une réaction pour effectuer une attaque d'arme de mêlée contre lui. +Reaction/&ReactionAttackOldTacticsDescription={0} s'est levé. Vous pouvez utiliser une réaction pour effectuer une attaque d'arme de mêlée contre lui. Reaction/&ReactionAttackOldTacticsReactDescription=Utilisez votre réaction pour attaquer. Reaction/&ReactionAttackOldTacticsReactTitle=Attaque Reaction/&ReactionAttackOldTacticsTitle=Anciennes tactiques diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt index b1f507a7b3..a8444d55fc 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=Vous pouvez canaliser les forces cosmiques Feat/&FeatBalefulScionStrTitle=Scion funeste [Str] Feat/&FeatBalefulScionWisDescription=Vous pouvez canaliser les forces cosmiques du mal pour obtenir les avantages suivants :\n• Augmentez votre Sagesse de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous blessez une créature que vous pouvez voir à 18 mètres ou moins de vous, vous pouvez également lui infliger des dégâts nécrotiques. Les dégâts nécrotiques sont égaux à 1d6 + votre bonus de maîtrise, et vous récupérez un nombre de points de vie égal à 1D6 + votre bonus de maîtrise. Vous pouvez utiliser cet avantage un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. Feat/&FeatBalefulScionWisTitle=Scion funeste [Sag] +Feat/&FeatBrawlerDescription=Vous êtes un expert du combat au corps à corps, ce qui vous permet d'obtenir les avantages suivants : \n• Vos attaques à mains nues infligent 1d6 + modificateur de Force de dégâts contondants. Si vous ne portez pas d'armes ou de bouclier lorsque vous effectuez le jet d'attaque, le d6 devient un d8.\n• Lorsque vous effectuez l'action Attaquer et que vous avez au moins une main libre, vous pouvez utiliser votre action bonus pour effectuer une attaque à mains nues ou pour agripper une créature. +Feat/&FeatBrawlerTitle=Bagarreur Feat/&FeatChefConDescription=Augmentez votre Constitution de 1, jusqu'à un maximum de 20.\nVous pouvez passer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, de 1d8 PV.\nUne fois par jour, vous pouvez passer une heure à préparer un nombre de friandises égal à votre bonus de maîtrise qui fournissent 5 PV temporaires lorsqu'elles sont consommées. Feat/&FeatChefConTitle=Chef [Avec] Feat/&FeatChefWisDescription=Augmentez votre Sagesse de 1, jusqu'à un maximum de 20.\nVous pouvez passer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, pour 1d8 PV.\nUne fois par jour, vous pouvez passer une heure à cuisiner un certain nombre de points. de friandises égales à votre bonus de compétence qui fournissent 5 PV temporaires lorsqu'elles sont mangées. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Augmentez votre Constitution de 1, jusqu'à Feat/&FeatFrostAdaptationTitle=Adaptation au gel Feat/&FeatGiftOfTheChromaticDragonDescription=Vous avez manifesté une partie du pouvoir des dragons chromatiques, ce qui vous confère les avantages suivants :\n• Infusion chromatique : par une action bonus, vous pouvez toucher une arme simple ou martiale et l'imprégner de l'un des types de dégâts suivants : acide, froid, feu, foudre ou poison. Pendant la minute qui suit, l'arme inflige 1d4 dégâts supplémentaires du type choisi lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus le faire avant d'avoir terminé un repos long.\n• Résistance réactive : lorsque vous subissez des dégâts d'acide, de froid, de feu, de foudre ou de poison, vous pouvez utiliser votre réaction pour vous donner une résistance à cette instance de dégâts jusqu'à la fin de son tour. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. Feat/&FeatGiftOfTheChromaticDragonTitle=Don du Dragon Chromatique -Feat/&FeatGrapplerDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre score de Force ou de Dextérité de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage sur les jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. -Feat/&FeatGrapplerTitle=Grappin +Feat/&FeatGrapplerDexDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre Dextérité de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage aux jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. +Feat/&FeatGrapplerDexTitle=Grappin [Dex] +Feat/&FeatGrapplerStrDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre Force de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage sur les jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. +Feat/&FeatGrapplerStrTitle=Grappin [Str] Feat/&FeatGroupSkillExpertDescription=Vous avez perfectionné votre maîtrise de compétences particulières, ce qui vous confère les avantages suivants :\n• Augmentez une caractéristique de votre choix de 1, jusqu'à un maximum de 20.\n• Vous gagnez la maîtrise d'une compétence de votre choix.\n• Vous gagnez une expertise dans une compétence de votre choix. Feat/&FeatGroupSkillExpertTitle=Expert en compétences Feat/&FeatHealerDescription=Vous gagnez la maîtrise ou l'expertise en Médecine. Vous gagnez la capacité de stabiliser une créature mourante une fois par repos long. Vous pouvez utiliser une action pour restaurer 1d6 + 4 + niveau de personnage points de vie un nombre de fois par repos long égal à votre modificateur de Sagesse. diff --git a/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt index a5c2beb25e..1eeaaa052b 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Attaque d'opportunité Reaction/&ReactionAttackSentinelDescription={0} a attaqué l'un de vos alliés, en réponse vous pouvez utiliser votre réaction pour attaquer. Reaction/&ReactionAttackSentinelReactDescription=Utilisez la réaction pour attaquer. Reaction/&ReactionAttackSentinelReactTitle=Attaque -Reaction/&ReactionAttackSentinelTitle=Interception +Reaction/&ReactionAttackSentinelTitle=Sentinelle diff --git a/SolastaUnfinishedBusiness/Translations/fr/Races/Wyrmkin-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Races/Wyrmkin-fr.txt index 04e45e6fd5..eaeeed23c3 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Races/Wyrmkin-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Races/Wyrmkin-fr.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=Les Grands Wyrms sont issus d'une race de wyrms Race/&RaceHighWyrmkinTitle=Grand Wyrmkin Race/&RaceWyrmkinDescription=Les Wyrmkins sont des cousins plus grands des Dragonborns, descendants d'une autre race de dragons. Contrairement aux Dragonborns, ils peuvent voir dans le noir. Race/&RaceWyrmkinTitle=Wyrmkin -Reaction/&ReactionAttackReactiveRetributionDescription={0} vous a frappé avec une attaque. Utilisez votre réaction pour attaquer {0}. +Reaction/&ReactionAttackReactiveRetributionDescription={0} vous a frappé avec une attaque. Vous pouvez utiliser votre réaction pour lancer une attaque contre lui. Reaction/&ReactionAttackReactiveRetributionReactDescription=Utilisez votre réaction pour attaquer. Reaction/&ReactionAttackReactiveRetributionReactTitle=Attaque Reaction/&ReactionAttackReactiveRetributionTitle=Rétribution réactive diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDread-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDread-fr.txt index 396b822d22..316d5f09dd 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDread-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDread-fr.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=Vous pouvez utiliser votre Feature/&PowerOathOfDreadDreadfulPresenceTitle=Divinité du canal : Présence épouvantable Feedback/&AdditionalDamageAspectOfDreadFormat=Aspect de la terreur ! Feedback/&AdditionalDamageAspectOfDreadLine={0} effectue un aspect d'attaque de terreur sur {1} (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} a attaqué {1}. Vous pouvez utiliser votre réaction pour effectuer une attaque d'arme de mêlée contre lui. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} vous a frappé avec une attaque. Vous pouvez utiliser votre réaction pour effectuer une attaque d'arme de mêlée contre lui. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Utilisez votre réaction pour attaquer. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Attaque Reaction/&ReactionAttackHarrowingCrusadeTitle=Croisade déchirante diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt index f1776077e9..747142484f 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=Una creatura sta per colpirti co Reaction/&CustomReactionSecondChanceReactDescription=Forza il rilancio. Reaction/&CustomReactionSecondChanceReactTitle=Trascorrere Reaction/&CustomReactionSecondChanceTitle=Seconda possibilità -Reaction/&ReactionAttackExploiterDescription={1} ha attaccato {0}. Puoi usare la tua reazione per effettuare un attacco con arma da mischia per sfruttare {0}. +Reaction/&ReactionAttackExploiterDescription={0} è stato colpito da un attacco. Puoi usare una reazione per effettuare un attacco con arma da mischia contro di lui. Reaction/&ReactionAttackExploiterReactDescription=Usa la tua reazione per attaccare. Reaction/&ReactionAttackExploiterReactTitle=Attacco Reaction/&ReactionAttackExploiterTitle=Impresa diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt index d11622cc6f..6222a2abbd 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Impari a invocare il fuoco infernal Feat/&FeatGroupFlamesOfPhlegethosTitle=Fiamme di Flegeto Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepto generale e iniziato +Feat/&FeatGroupGrapplerDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza o Destrezza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. +Feat/&FeatGroupGrapplerTitle=Lottatore Feat/&FeatGroupGrudgeBearerDescription=Hai un profondo odio per un particolare tipo di creatura. Scegli i tuoi nemici, un tipo di creatura che sopporti il peso della tua ira: aberrazioni, bestie, celestiali, costrutti, draghi, elementali, fate, demoni, giganti, mostruosità, melme, piante o non morti. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza, Costituzione o Saggezza di 1, fino a un massimo di 20.\n• Durante il primo round di qualsiasi combattimento contro i tuoi nemici scelti, i tuoi tiri per colpire contro uno qualsiasi di loro hanno vantaggio.\n• Quando uno qualsiasi dei tuoi nemici scelti effettua un attacco di opportunità contro di te, effettua il tiro per colpire con svantaggio. Feat/&FeatGroupGrudgeBearerTitle=Portatore di rancore Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt index 52ed890c23..0f91477808 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} trafigge criticamente {1} Feedback/&AdditionalDamageSpearMasteryFormat=Padronanza della lancia! Feedback/&AdditionalDamageSpearMasteryLine={0} ha preparato la lancia e infligge {2} danni extra a {1}! -Reaction/&ReactionAttackOldTacticsDescription={0} si è alzato in piedi. {1} può usare una reazione per effettuare un attacco con arma da mischia contro di esso. +Reaction/&ReactionAttackOldTacticsDescription={0} si alzò. Puoi usare una reazione per effettuare un attacco con arma da mischia contro di lui. Reaction/&ReactionAttackOldTacticsReactDescription=Usa la tua reazione per attaccare. Reaction/&ReactionAttackOldTacticsReactTitle=Attacco Reaction/&ReactionAttackOldTacticsTitle=Vecchie tattiche diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt index 50d8c289e6..9ee0c59e97 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=Puoi incanalare le forze cosmiche del male Feat/&FeatBalefulScionStrTitle=Rampollo funesto [Str] Feat/&FeatBalefulScionWisDescription=Puoi incanalare le forze cosmiche del male per ottenere questi benefici:\n• Aumenta la tua Saggezza di 1, fino a un massimo di 20.\n• Una volta per turno, quando danneggi una creatura che puoi vedere entro 60 piedi da te, puoi anche infliggerle danni necrotici. Il danno necrotico è pari a 1d6 + il tuo bonus di competenza e recuperi un numero di punti ferita pari a 1D6 + il tuo bonus di competenza. Puoi usare questo beneficio un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. Feat/&FeatBalefulScionWisTitle=Rampollo funesto [Sag] +Feat/&FeatBrawlerDescription=Sei un esperto nel combattimento corpo a corpo, ottenendo i seguenti benefici: \n• I tuoi Colpi senz'armi infliggono 1d6+modificatore Forza danni contundenti. Se non stai impugnando armi o uno scudo quando effettui il tiro per colpire, il d6 diventa un d8.\n• Quando esegui l'azione Attacco e hai almeno una mano libera, puoi usare la tua azione bonus per effettuare un colpo senz'armi o afferrare una creatura. +Feat/&FeatBrawlerTitle=Rissa Feat/&FeatChefConDescription=Aumenta la tua Costituzione di 1, fino a un massimo di 20.\nPuoi impiegare 1 ora per cucinare un pasto che guarisca te e i tuoi compagni di 1d8 PV.\nUna volta al giorno, puoi impiegare un'ora per cucinare un numero di dolcetti pari al tuo bonus di competenza che forniscono 5 PV temporanei quando vengono mangiati. Feat/&FeatChefConTitle=Cuoco [Con] Feat/&FeatChefWisDescription=Aumenta la tua Saggezza di 1, fino a un massimo di 20.\nPuoi trascorrere 1 ora per cucinare un pasto per curare te e i tuoi compagni per 1d8 HP.\nUna volta al giorno, puoi trascorrere un'ora per cucinare un numero di dolcetti pari al tuo bonus di competenza che forniscono 5 HP temporanei quando vengono mangiati. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Aumenta la tua Costituzione di 1, fino a un Feat/&FeatFrostAdaptationTitle=Adattamento al gelo Feat/&FeatGiftOfTheChromaticDragonDescription=Hai manifestato parte del potere dei draghi cromatici, che ti garantisce i seguenti benefici:\n• Infusione cromatica: come azione bonus, puoi toccare un'arma semplice o da guerra e infonderla con uno dei seguenti tipi di danno: acido, freddo, fuoco, fulmine o veleno. Per il minuto successivo, l'arma infligge 1d4 danni extra del tipo scelto quando colpisce. Dopo aver usato questa azione bonus, non puoi farlo di nuovo finché non hai completato un lungo riposo.\n• Resistenza reattiva: quando subisci danni da acido, freddo, fuoco, fulmine o veleno, puoi usare la tua reazione per darti resistenza a quell'istanza di danno fino alla fine del suo turno. Puoi usare questa reazione un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando completi un lungo riposo. Feat/&FeatGiftOfTheChromaticDragonTitle=Dono del Drago Cromatico -Feat/&FeatGrapplerDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza o Destrezza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. -Feat/&FeatGrapplerTitle=Lottatore +Feat/&FeatGrapplerDexDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta la tua Destrezza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. +Feat/&FeatGrapplerDexTitle=Lottatore [Dex] +Feat/&FeatGrapplerStrDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta la tua Forza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. +Feat/&FeatGrapplerStrTitle=Affrontatore [Str] Feat/&FeatGroupSkillExpertDescription=Hai affinato la tua competenza con particolari abilità, garantendoti i seguenti vantaggi:\n• Aumenta un punteggio di caratteristica a tua scelta di 1, fino a un massimo di 20.\n• Ottieni competenza in un'abilità a tua scelta.{0}• Acquisisci esperienza in un'abilità a tua scelta. Feat/&FeatGroupSkillExpertTitle=Esperto di abilità Feat/&FeatHealerDescription=Ottieni competenza o esperienza nelle prove di Medicina. Ottieni la capacità di stabilizzare una creatura morente una volta per ogni riposo lungo. È possibile utilizzare un'azione per ripristinare 1d6 + 4 + punti ferita a livello del personaggio un numero di volte per riposo lungo pari al proprio modificatore di Saggezza. diff --git a/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt b/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt index 40350b7676..260523e58b 100644 --- a/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Attacco di opportunità Reaction/&ReactionAttackSentinelDescription={0} ha attaccato uno dei tuoi alleati, in risposta puoi usare la tua reazione per attaccare. Reaction/&ReactionAttackSentinelReactDescription=Utilizzare la reazione per attaccare. Reaction/&ReactionAttackSentinelReactTitle=Attacco -Reaction/&ReactionAttackSentinelTitle=Intercettazione +Reaction/&ReactionAttackSentinelTitle=Sentinella diff --git a/SolastaUnfinishedBusiness/Translations/it/Races/Wyrmkin-it.txt b/SolastaUnfinishedBusiness/Translations/it/Races/Wyrmkin-it.txt index 608ca06cd7..a6d07a9589 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Races/Wyrmkin-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Races/Wyrmkin-it.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=Gli High Wyrmkins discendono da una razza di wy Race/&RaceHighWyrmkinTitle=Wyrmkin alto Race/&RaceWyrmkinDescription=I Wyrmkin sono cugini più grandi dei Dragonborn, discendenti di un'altra razza di draghi. A differenza dei Dragonborn, possono vedere al buio. Race/&RaceWyrmkinTitle=Wyrmkin -Reaction/&ReactionAttackReactiveRetributionDescription={0} ti ha colpito con un attacco. Usa la tua reazione per effettuare un attacco a {0}. +Reaction/&ReactionAttackReactiveRetributionDescription={0} ti ha colpito con un attacco. Puoi usare la tua reazione per effettuare un attacco contro di lui. Reaction/&ReactionAttackReactiveRetributionReactDescription=Usa la tua reazione per attaccare. Reaction/&ReactionAttackReactiveRetributionReactTitle=Attacco Reaction/&ReactionAttackReactiveRetributionTitle=Reazione reattiva diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDread-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDread-it.txt index 146b15bf13..5fa0e0aeab 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDread-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDread-it.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=Puoi usare la tua Divinità Feature/&PowerOathOfDreadDreadfulPresenceTitle=Canale Divinità: Presenza Terribile Feedback/&AdditionalDamageAspectOfDreadFormat=Aspetto del terrore! Feedback/&AdditionalDamageAspectOfDreadLine={0} esegue un aspetto di attacco terrificante su {1} (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} ha attaccato {1}. Puoi usare la tua reazione per effettuare un attacco con arma da mischia contro di esso. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} ti ha colpito con un attacco. Puoi usare la tua reazione per effettuare un attacco con arma da mischia contro di lui. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Usa la tua reazione per attaccare. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Attacco Reaction/&ReactionAttackHarrowingCrusadeTitle=Crociata straziante diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt index cfe767b1c2..465e041b30 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=クリーチャーがあなた Reaction/&CustomReactionSecondChanceReactDescription=強制的に再ロールします。 Reaction/&CustomReactionSecondChanceReactTitle=過ごす Reaction/&CustomReactionSecondChanceTitle=二度目のチャンス -Reaction/&ReactionAttackExploiterDescription={1} が {0} を攻撃しました。反応を利用して近接武器攻撃を行い、{0} を悪用できます。 +Reaction/&ReactionAttackExploiterDescription={0} が攻撃を受けました。反応を使用して、近接武器で攻撃することができます。 Reaction/&ReactionAttackExploiterReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackExploiterReactTitle=攻撃 Reaction/&ReactionAttackExploiterTitle=悪用する diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt index 3d45a2adfd..71bc195ded 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=あなたは、命令を実行す Feat/&FeatGroupFlamesOfPhlegethosTitle=フレゲトスの炎 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=一般的なアデプトとイニシエイト +Feat/&FeatGroupGrapplerDescription=あなたは、接近戦での格闘に耐えるために必要なスキルを身につけました。あなたは以下の利益を得ます:\n• 筋力または敏捷性の値が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーと格闘しているときに、移動ペナルティを受けなくなります。 +Feat/&FeatGroupGrapplerTitle=グラップラー Feat/&FeatGroupGrudgeBearerDescription=あなたは特定の種類の生き物に対して深い憎しみを持っています。あなたの怒りの重荷を負う敵、つまり異形、獣、天体、構築物、ドラゴン、エレメンタル、フェイ、悪魔、巨人、怪物、滲出液、植物、またはアンデッドの種類を選択してください。次の利点が得られます。\n• 体力、体質、または知恵のスコアが 1 増加し、最大 20 になります。\n• 選択した敵との戦闘の最初のラウンドで、攻撃は次のいずれかに対して行われます。 \n• あなたが選んだ敵のいずれかがあなたに対して機会攻撃を行うと、その攻撃は不利になります。 Feat/&FeatGroupGrudgeBearerTitle=恨みを抱く者 Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt index d2c7dafa62..0dc614ab9b 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=ピアッサー! Feedback/&AdditionalDamagePiercerLine={0}は{1}をクリティカル貫通します Feedback/&AdditionalDamageSpearMasteryFormat=槍の達人! Feedback/&AdditionalDamageSpearMasteryLine={0} は槍を準備しており、{1} に追加の {2} ダメージを与えます。 -Reaction/&ReactionAttackOldTacticsDescription={0}は立ち上がった。 {1} はリアクションを使用して、それに対して近接武器攻撃を行うことができます。 +Reaction/&ReactionAttackOldTacticsDescription={0} が立ち上がりました。反応を使用して近接武器攻撃を行うことができます。 Reaction/&ReactionAttackOldTacticsReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackOldTacticsReactTitle=攻撃 Reaction/&ReactionAttackOldTacticsTitle=古い戦術 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt index 85e613fd24..78d278ef2d 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=宇宙の悪の力を利用して次のよ Feat/&FeatBalefulScionStrTitle=凶悪な末裔[Str] Feat/&FeatBalefulScionWisDescription=宇宙の悪の力を誘導して次のような利点を得ることができます:\n• 知恵が 1 増加し、最大 20 まで増加します。\n• ターンに 1 回、自分から 60 フィート以内に見えるクリーチャーにダメージを与えると、壊死的なダメージを与えることもできます。壊死ダメージは 1d6 + 熟練度ボーナスに等しく、あなたは 1D6 + 熟練度ボーナスに等しいヒット ポイントを回復します。この特典は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると、消費した使用分はすべて取り戻されます。 Feat/&FeatBalefulScionWisTitle=凶悪な末裔 [Wis] +Feat/&FeatBrawlerDescription=あなたは近接戦闘の達人であり、以下の利益を得ています: \n• 素手攻撃は 1d6+筋力修正値の打撃ダメージを与えます。攻撃ロールを行うときに武器や盾を装備していない場合、d6 は d8 になります。\n• 攻撃アクションを実行し、少なくとも片方の手が空いている場合、ボーナス アクションを使用して素手攻撃を行うか、クリーチャーと組み合うことができます。 +Feat/&FeatBrawlerTitle=喧嘩屋 Feat/&FeatChefConDescription=体質を 1 増やして、最大 20 まで増加させます。\n1 時間かけて料理を作ると、自分と仲間の HP を 1d8 回復できます。\n1 日に 1 回、1 時間かけて料理を作ることができます。熟練度ボーナスに等しいおやつを食べたときに一時的に 5 の HP を提供します。 Feat/&FeatChefConTitle=シェフ【あり】 Feat/&FeatChefWisDescription=知恵を 1 増やして、最大 20 まで増やします。\n1 時間かけて料理を作ると、自分と仲間の HP を 1d8 回復できます。\n1 日に 1 回、1 時間かけて料理を作ることができます熟練度ボーナスに等しいおやつを食べたときに一時的に 5 の HP を提供します。 @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=体質を 1 増加させ、最大 20 まで Feat/&FeatFrostAdaptationTitle=霜への適応 Feat/&FeatGiftOfTheChromaticDragonDescription=あなたはクロマティック ドラゴンの力の一部を明らかにし、次の恩恵をもたらしました:\n• クロマティック インフュージョン: ボーナス アクションとして、単純な武器または武道武器に触れて、次のいずれかのダメージ タイプを注入できます: 酸、冷気、火、雷、または毒。次の 1 分間、武器が命中すると、選択したタイプに追加の 1d4 ダメージを与えます。このボーナス アクションを使用すると、長い休憩が終了するまで再度行うことはできません。\n• 反応耐性: 酸、冷気、火、雷、毒のダメージを受けると、その反応を利用して次の効果を与えることができます。ターン終了時まで、あなた自身がそのダメージに対する抵抗力を持ちます。この反応は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると消費した使用量はすべて回復します。 Feat/&FeatGiftOfTheChromaticDragonTitle=クロマティック・ドラゴンの贈り物 -Feat/&FeatGrapplerDescription=あなたは、接近戦での格闘に耐えるために必要なスキルを身につけました。あなたは以下の利益を得ます:\n• 筋力または敏捷性の値が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーと格闘しているときに、移動ペナルティを受けなくなります。 -Feat/&FeatGrapplerTitle=グラップラー +Feat/&FeatGrapplerDexDescription=接近戦での格闘に耐えるために必要なスキルを習得しました。以下の利点を得ます:\n• 敏捷性が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーを格闘しているときに移動ペナルティを受けなくなります。 +Feat/&FeatGrapplerDexTitle=グラップラー[Dex] +Feat/&FeatGrapplerStrDescription=接近戦での格闘に耐えるために必要なスキルを習得しました。以下の利点を得ます:\n• 筋力が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーと格闘しているときに移動ペナルティを受けなくなります。 +Feat/&FeatGrapplerStrTitle=グラップラー [Str] Feat/&FeatGroupSkillExpertDescription=特定のスキルの習熟度を磨き、次のようなメリットが得られます。\n• 選択した 1 つの能力スコアが 1 増加し、最大 20 になります。\n• 選択した 1 つのスキルの習熟度が上がります。\n• 選択した 1 つのスキルについて専門知識を得ることができます。 Feat/&FeatGroupSkillExpertTitle=スキルエキスパート Feat/&FeatHealerDescription=あなたは医学判定の熟練度または専門知識を得ます。あなたは大休憩ごとに 1 回、瀕死のクリーチャーを安定させる能力を得ます。あなたはアクションを使用して、大休憩ごとにあなたの知恵修正値に等しい回数、1d6 + 4 + キャラクター レベルのヒット ポイントを回復できます。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt index 12a0bd219d..8bcdb908c8 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=チャンスの攻撃 Reaction/&ReactionAttackSentinelDescription={0} が味方の 1 人を攻撃しました。それに応じて、自分の反応を攻撃に利用できます。 Reaction/&ReactionAttackSentinelReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackSentinelReactTitle=攻撃 -Reaction/&ReactionAttackSentinelTitle=傍受 +Reaction/&ReactionAttackSentinelTitle=センチネル diff --git a/SolastaUnfinishedBusiness/Translations/ja/Races/Wyrmkin-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Races/Wyrmkin-ja.txt index 8373aee86c..139643b0bb 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Races/Wyrmkin-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Races/Wyrmkin-ja.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=ハイ・ウィルムキンは、超能力を Race/&RaceHighWyrmkinTitle=ハイウィルムキン Race/&RaceWyrmkinDescription=ワームキンはドラゴンボーンのより大きな従兄弟で、別のドラゴンの種族の子孫です。ドラゴンボーンとは異なり、彼らは暗闇でも見ることができます。 Race/&RaceWyrmkinTitle=ワームキン -Reaction/&ReactionAttackReactiveRetributionDescription={0} があなたに攻撃を当てました。反応を利用して {0} に攻撃を加えます。 +Reaction/&ReactionAttackReactiveRetributionDescription={0} があなたに攻撃を仕掛けました。反応を使って攻撃することができます。 Reaction/&ReactionAttackReactiveRetributionReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackReactiveRetributionReactTitle=攻撃 Reaction/&ReactionAttackReactiveRetributionTitle=事後的な報復 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDread-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDread-ja.txt index ed16989966..471d456842 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDread-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDread-ja.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=チャンネルディヴィ Feature/&PowerOathOfDreadDreadfulPresenceTitle=チャンネル ディヴィニティ: 恐ろしい存在 Feedback/&AdditionalDamageAspectOfDreadFormat=恐怖の様相! Feedback/&AdditionalDamageAspectOfDreadLine={0} は {1} に対して恐怖攻撃の側面を実行します (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} が {1} を攻撃しました。反応を利用して近接武器で攻撃することができます。 +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} があなたに攻撃を仕掛けました。反応を利用して近接武器で攻撃することができます。 Reaction/&ReactionAttackHarrowingCrusadeReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackHarrowingCrusadeReactTitle=攻撃 Reaction/&ReactionAttackHarrowingCrusadeTitle=悲惨な十字軍 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt index e241d4fc33..96e09eb12b 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=생물이 곧 당신을 공격 Reaction/&CustomReactionSecondChanceReactDescription=강제로 다시 롤백합니다. Reaction/&CustomReactionSecondChanceReactTitle=경비 Reaction/&CustomReactionSecondChanceTitle=두번째 기회 -Reaction/&ReactionAttackExploiterDescription={1}이(가) {0}을(를) 공격했습니다. 반응을 사용하여 근접 무기 공격을 하여 {0}을(를) 이용할 수 있습니다. +Reaction/&ReactionAttackExploiterDescription={0}이(가) 공격을 받았습니다. 반응을 사용하여 근접 무기 공격을 할 수 있습니다. Reaction/&ReactionAttackExploiterReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackExploiterReactTitle=공격 Reaction/&ReactionAttackExploiterTitle=악용하다 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt index 48692cb6ec..464b30a369 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=당신은 당신의 명령을 따 Feat/&FeatGroupFlamesOfPhlegethosTitle=플레게토스의 불꽃 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=일반 숙련자 및 입회자 +Feat/&FeatGroupGrapplerDescription=근접 격투에서 스스로를 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 혜택을 얻습니다.\n• 힘 또는 민첩성 점수가 1만큼 증가하여 최대 20까지 증가합니다.\n• 격투하는 생물에 대한 공격 굴림에서 유리합니다.\n• 더 이상 자신과 같은 크기 또는 더 작은 생물을 격투하는 동안 이동 패널티가 없습니다. +Feat/&FeatGroupGrapplerTitle=그래플러 Feat/&FeatGroupGrudgeBearerDescription=당신은 특정 종류의 생물에 대해 깊은 증오심을 가지고 있습니다. 당신의 진노의 짐을 짊어질 생물의 유형인 적을 선택하십시오: 돌연변이, 야수, 천체, 구조물, 용, 정령, 요정, 악마, 거인, 괴물, 수액, 식물, 언데드. 다음과 같은 이점이 있습니다.\n• 힘, 체력 또는 지혜 점수가 1씩 증가하여 최대 20이 됩니다.\n• 선택한 적과의 전투 첫 라운드 동안 공격은 다음 중 하나에 대해 적용됩니다. 그들은 이점을 가지고 있습니다.\n• 귀하가 선택한 적 중 누구라도 귀하에게 기회 공격을 가하면 공격 굴림에 불이익이 발생합니다. Feat/&FeatGroupGrudgeBearerTitle=원한을 품은 자 Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt index cf06233bdd..bc64c40cd6 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=피어싱! Feedback/&AdditionalDamagePiercerLine={0}이(가) {1}을(를) 치명적으로 관통함 Feedback/&AdditionalDamageSpearMasteryFormat=스피어 마스터리! Feedback/&AdditionalDamageSpearMasteryLine={0}이(가) 창을 준비했으며 {1}에 추가로 {2}의 피해를 입혔습니다! -Reaction/&ReactionAttackOldTacticsDescription={0}님이 일어섰습니다. {1}은(는) 반응을 사용하여 근접 무기 공격을 가할 수 있습니다. +Reaction/&ReactionAttackOldTacticsDescription={0}이(가) 일어섰습니다. 반응을 사용하여 근접 무기 공격을 할 수 있습니다. Reaction/&ReactionAttackOldTacticsReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackOldTacticsReactTitle=공격 Reaction/&ReactionAttackOldTacticsTitle=오래된 전술 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt index b64f733b53..666bb316d6 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=우주의 악의 힘을 집중시켜 다음 Feat/&FeatBalefulScionStrTitle=불길한 자손 [Str] Feat/&FeatBalefulScionWisDescription=우주의 악의 세력을 집중시켜 다음 혜택을 얻을 수 있습니다.\n• 지혜가 1 증가하여 최대 20까지 증가합니다.\n• 턴당 한 번, 자신으로부터 60피트 이내에 볼 수 있는 생물에 피해를 입힐 때, 괴사 피해를 입힐 수도 있습니다. 괴사 피해는 1d6 + 숙련 보너스와 동일하며, 이 괴사 피해와 동일한 체력을 회복합니다. 이 혜택은 숙련도 보너스만큼 여러 번 사용할 수 있으며, 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. Feat/&FeatBalefulScionWisTitle=불길한 자손 [Wis] +Feat/&FeatBrawlerDescription=당신은 백병전의 전문가이며, 다음과 같은 이점을 얻습니다: \n• 당신의 비무장 타격은 1d6+근력 수정치의 둔기 피해를 입힙니다. 공격 굴림을 할 때 무기나 방패를 사용하지 않았다면, d6는 d8이 됩니다.\n• 공격 행동을 취하고 적어도 한 손이 비어 있으면, 보너스 행동을 사용하여 비무장 타격을 하거나 생물을 붙잡을 수 있습니다. +Feat/&FeatBrawlerTitle=싸움꾼 Feat/&FeatChefConDescription=체력을 1 올려 최대 20까지 높입니다.\n1시간 동안 요리를 하여 자신과 동료의 HP를 1d8만큼 치유할 수 있습니다.\n하루에 한 번, 1시간 동안 요리를 할 수 있습니다. 먹으면 일시적으로 5 HP를 제공하는 숙련도 보너스와 동일한 간식입니다. Feat/&FeatChefConTitle=셰프 [함께] Feat/&FeatChefWisDescription=지혜가 1 증가하여 최대 20까지 증가합니다.\n1시간 동안 식사를 요리하여 자신과 동료의 체력을 1d8만큼 치유할 수 있습니다.\n하루에 한 번, 한 시간 동안 요리를 할 수 있습니다. 먹으면 일시적으로 5 HP를 제공하는 숙련도 보너스와 동일한 간식입니다. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=체력이 1 증가하여 최대 20까지 Feat/&FeatFrostAdaptationTitle=서리 적응 Feat/&FeatGiftOfTheChromaticDragonDescription=당신은 크로매틱 드래곤의 힘을 일부 발휘하여 다음과 같은 이점을 제공합니다.\n• 크로매틱 주입: 보너스 액션으로 단순 무기나 군용 무기를 터치하고 여기에 다음 손상 유형 중 하나를 주입할 수 있습니다. , 추위, 불, 번개 또는 독. 다음 1분 동안 무기가 명중할 때 선택한 유형의 추가 1d4 피해를 입힙니다. 이 보너스 액션을 사용한 후에는 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.\n• 반응 저항: 산성, 냉기, 화염, 번개 또는 독 피해를 입을 때 반응을 사용하여 다음을 제공할 수 있습니다. 턴이 끝날 때까지 자신은 해당 피해 인스턴스에 대한 저항력을 갖게 됩니다. 이 반응은 숙련도 보너스만큼 여러 번 사용할 수 있으며 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. Feat/&FeatGiftOfTheChromaticDragonTitle=오색용의 선물 -Feat/&FeatGrapplerDescription=근접 격투에서 스스로를 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 혜택을 얻습니다.\n• 힘 또는 민첩성 점수가 1만큼 증가하여 최대 20까지 증가합니다.\n• 격투하는 생물에 대한 공격 굴림에서 유리합니다.\n• 더 이상 자신과 같은 크기 또는 더 작은 생물을 격투하는 동안 이동 패널티가 없습니다. -Feat/&FeatGrapplerTitle=그래플러 +Feat/&FeatGrapplerDexDescription=근접 격투에서 스스로를 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 혜택을 얻습니다.\n• 민첩성이 1 증가하여 최대 20까지 증가합니다.\n• 격투하는 생물에 대한 공격 굴림에서 유리합니다.\n• 자신과 같은 크기 또는 그보다 작은 생물을 격투하는 동안 더 이상 이동 패널티가 없습니다. +Feat/&FeatGrapplerDexTitle=그래플러[덱스] +Feat/&FeatGrapplerStrDescription=근접 격투에서 자신을 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 이점을 얻습니다.\n• 최대 20까지 힘을 1만큼 증가시킵니다. \n• 격투하는 생물에 대한 공격 굴림에서 유리합니다. \n• 자신과 같은 크기 또는 더 작은 생물을 격투하는 동안 더 이상 이동 패널티를 받지 않습니다. +Feat/&FeatGrapplerStrTitle=그래플러 [Str] Feat/&FeatGroupSkillExpertDescription=특정 기술에 대한 숙련도를 연마하여 다음과 같은 이점을 얻을 수 있습니다.\n• 선택한 하나의 능력 점수를 1씩 최대 20까지 늘립니다.\n• 선택한 하나의 기술에 대한 숙련도를 얻습니다.\n• 선택한 한 가지 기술에 대한 전문 지식을 얻습니다. Feat/&FeatGroupSkillExpertTitle=스킬 전문가 Feat/&FeatHealerDescription=귀하는 의학 검진에 대한 숙련도나 전문 지식을 얻습니다. 당신은 긴 휴식마다 한 번씩 죽어가는 생물을 안정시키는 능력을 얻습니다. 당신은 당신의 지혜 수정치와 동일한 긴 휴식 당 여러 번 1d6 + 4 + 캐릭터 레벨 체력을 회복하는 행동을 사용할 수 있습니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt index 3a599ca5a4..aeb3c7b413 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=기회의 공격 Reaction/&ReactionAttackSentinelDescription={0}이(가) 동맹국 중 하나를 공격했습니다. 이에 대응하여 반응을 사용하여 공격할 수 있습니다. Reaction/&ReactionAttackSentinelReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackSentinelReactTitle=공격 -Reaction/&ReactionAttackSentinelTitle=차단 +Reaction/&ReactionAttackSentinelTitle=보초 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Races/Wyrmkin-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Races/Wyrmkin-ko.txt index ba85efc31d..4d9ddd33d9 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Races/Wyrmkin-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Races/Wyrmkin-ko.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=하이 웜킨은 사이오닉 능력을 지닌 Race/&RaceHighWyrmkinTitle=하이 웜킨 Race/&RaceWyrmkinDescription=웜킨은 다른 드래곤 종족의 후손인 드래곤본의 더 큰 사촌입니다. 드래곤본과 달리 그들은 어둠 속에서도 볼 수 있습니다. Race/&RaceWyrmkinTitle=웜킨 -Reaction/&ReactionAttackReactiveRetributionDescription={0}님이 공격을 가했습니다. 반응을 이용해 {0}을(를) 공격하세요. +Reaction/&ReactionAttackReactiveRetributionDescription={0}이(가) 공격을 가했습니다. 반응을 사용하여 공격을 가할 수 있습니다. Reaction/&ReactionAttackReactiveRetributionReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackReactiveRetributionReactTitle=공격 Reaction/&ReactionAttackReactiveRetributionTitle=반응적 보복 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDread-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDread-ko.txt index bea26b736c..4a6288751b 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDread-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDread-ko.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=채널 신성을 사용하 Feature/&PowerOathOfDreadDreadfulPresenceTitle=채널 디비니티: 무서운 존재 Feedback/&AdditionalDamageAspectOfDreadFormat=공포의 양상! Feedback/&AdditionalDamageAspectOfDreadLine={0}은(는) {1}(+{2})에 대해 공포 공격의 측면을 수행합니다. -Reaction/&ReactionAttackHarrowingCrusadeDescription={0}이(가) {1}을(를) 공격했습니다. 반응을 사용하여 근접 무기 공격을 할 수 있습니다. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0}이(가) 공격을 가했습니다. 반응을 사용하여 근접 무기 공격을 할 수 있습니다. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=공격 Reaction/&ReactionAttackHarrowingCrusadeTitle=참혹한 성전 diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt index 4d9230278c..26632351d2 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=Uma criatura está prestes a lhe Reaction/&CustomReactionSecondChanceReactDescription=Forçar nova rolagem. Reaction/&CustomReactionSecondChanceReactTitle=Gastar Reaction/&CustomReactionSecondChanceTitle=Segunda chance -Reaction/&ReactionAttackExploiterDescription={1} atacou {0}. Você pode usar sua reação para fazer um ataque de arma corpo a corpo para explorar {0}. +Reaction/&ReactionAttackExploiterDescription={0} foi atingido por um ataque. Você pode usar uma reação para fazer um ataque de arma corpo a corpo contra ele. Reaction/&ReactionAttackExploiterReactDescription=Use sua reação para atacar. Reaction/&ReactionAttackExploiterReactTitle=Ataque Reaction/&ReactionAttackExploiterTitle=Explorar diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt index 43fdbd12be..c2ffae0620 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Você aprende a invocar o fogo do i Feat/&FeatGroupFlamesOfPhlegethosTitle=Chamas de Phlegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepto Geral e Iniciado +Feat/&FeatGroupGrapplerDescription=Você desenvolveu as habilidades necessárias para se defender em luta corpo a corpo. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força ou Destreza em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. +Feat/&FeatGroupGrapplerTitle=Lutador Feat/&FeatGroupGrudgeBearerDescription=Você tem um ódio profundo por um tipo específico de criatura. Escolha seus inimigos, um tipo de criatura para suportar o fardo de sua ira: aberrações, bestas, celestiais, construtos, dragões, elementais, fadas, demônios, gigantes, monstruosidades, limos, plantas ou mortos-vivos. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força, Constituição ou Sabedoria em 1, até um máximo de 20.\n• Durante a primeira rodada de qualquer combate contra seus inimigos escolhidos, suas jogadas de ataque contra qualquer um deles têm vantagem.\n• Quando qualquer um de seus inimigos escolhidos faz um ataque de oportunidade contra você, ele faz a jogada de ataque com desvantagem. Feat/&FeatGroupGrudgeBearerTitle=Portador de rancor Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt index 39950c1624..f2f3502928 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=Perfuradores! Feedback/&AdditionalDamagePiercerLine={0} perfura criticamente {1} Feedback/&AdditionalDamageSpearMasteryFormat=Maestria com Lança! Feedback/&AdditionalDamageSpearMasteryLine={0} preparou a lança e causa {2} de dano extra a {1}! -Reaction/&ReactionAttackOldTacticsDescription={0} se levantou. {1} pode usar uma reação para fazer um ataque com arma corpo a corpo contra ele. +Reaction/&ReactionAttackOldTacticsDescription={0} se levantou. Você pode usar uma reação para fazer um ataque de arma corpo a corpo contra ele. Reaction/&ReactionAttackOldTacticsReactDescription=Use sua reação para atacar. Reaction/&ReactionAttackOldTacticsReactTitle=Ataque Reaction/&ReactionAttackOldTacticsTitle=Táticas antigas diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt index f94f4a597d..b31873f198 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=Você pode canalizar forças cósmicas do m Feat/&FeatBalefulScionStrTitle=Descendente Maligno [For] Feat/&FeatBalefulScionWisDescription=Você pode canalizar forças cósmicas do mal para ganhar estes benefícios:\n• Aumente sua Sabedoria em 1, até um máximo de 20.\n• Uma vez por turno, quando você causa dano a uma criatura que você pode ver a até 60 pés de você, você também pode causar dano necrótico a ela. O dano necrótico é igual a 1d6 + seu bônus de proficiência, e você recupera um número de pontos de vida igual a 1D6 + seu bônus de proficiência. Você pode usar este benefício um número de vezes igual ao seu bônus de proficiência, e você recupera todos os usos gastos quando termina um descanso longo. Feat/&FeatBalefulScionWisTitle=Descendente Maligno [Wis] +Feat/&FeatBrawlerDescription=Você é um especialista em combate corpo a corpo, ganhando os seguintes benefícios: \n• Seus Ataques Desarmados causam 1d6+modificador de Força de dano contundente. Se você não estiver empunhando nenhuma arma ou escudo quando fizer a jogada de ataque, o d6 se torna um d8.\n• Quando você realiza a ação de Ataque e tem pelo menos uma mão livre, você pode usar sua ação bônus para fazer um ataque desarmado ou agarrar uma criatura. +Feat/&FeatBrawlerTitle=Brigão Feat/&FeatChefConDescription=Aumente sua Constituição em 1, até um máximo de 20.\nVocê pode gastar 1 hora para cozinhar uma refeição para curar você e seus companheiros em 1d8 PV.\nUma vez por dia, você pode gastar uma hora para cozinhar uma quantidade de guloseimas igual ao seu bônus de proficiência que fornecem 5 PV temporários quando comidas. Feat/&FeatChefConTitle=Chef [Com] Feat/&FeatChefWisDescription=Aumente sua Sabedoria em 1, até um máximo de 20.\nVocê pode gastar 1 hora para cozinhar uma refeição para curar você e seus companheiros em 1d8 PV.\nUma vez por dia, você pode gastar uma hora para cozinhar uma quantidade de guloseimas igual ao seu bônus de proficiência que fornecem 5 PV temporários quando comidas. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Aumente sua Constituição em 1, até um m Feat/&FeatFrostAdaptationTitle=Adaptação à geada Feat/&FeatGiftOfTheChromaticDragonDescription=Você manifestou parte do poder dos dragões cromáticos, concedendo a você os seguintes benefícios:\n• Infusão Cromática: Como uma ação bônus, você pode tocar uma arma simples ou marcial e infundi-la com um dos seguintes tipos de dano: ácido, frio, fogo, raio ou veneno. Pelo próximo minuto, a arma causa 1d4 de dano extra do tipo escolhido quando atinge. Depois de usar esta ação bônus, você não pode fazê-lo novamente até terminar um descanso longo.\n• Resistência Reativa: Quando você recebe dano de ácido, frio, fogo, raio ou veneno, você pode usar sua reação para se dar resistência àquela instância de dano até o fim do turno dela. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência, e você recupera todos os usos gastos quando termina um descanso longo. Feat/&FeatGiftOfTheChromaticDragonTitle=Presente do Dragão Cromático -Feat/&FeatGrapplerDescription=Você desenvolveu as habilidades necessárias para se defender em luta corpo a corpo. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força ou Destreza em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. -Feat/&FeatGrapplerTitle=Lutador +Feat/&FeatGrapplerDexDescription=Você desenvolveu as habilidades necessárias para se defender em lutas corpo a corpo. Você ganha os seguintes benefícios:\n• Aumente sua Destreza em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. +Feat/&FeatGrapplerDexTitle=Lutador [Dex] +Feat/&FeatGrapplerStrDescription=Você desenvolveu as habilidades necessárias para se defender em lutas corpo a corpo. Você ganha os seguintes benefícios:\n• Aumenta sua Força em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. +Feat/&FeatGrapplerStrTitle=Lutador [For] Feat/&FeatGroupSkillExpertDescription=Você aprimorou sua proficiência com habilidades específicas, o que lhe concede os seguintes benefícios:\n• Aumenta uma habilidade de sua escolha em 1, até um máximo de 20.\n• Você ganha proficiência em uma habilidade de sua escolha.\n• Você ganha perícia em uma habilidade de sua escolha. Feat/&FeatGroupSkillExpertTitle=Especialista em habilidades Feat/&FeatHealerDescription=Você ganha proficiência ou perícia em testes de Medicina. Você ganha a habilidade de estabilizar uma criatura moribunda uma vez por descanso longo. Você pode usar uma ação para restaurar 1d6 + 4 + pontos de vida do nível do personagem um número de vezes por descanso longo igual ao seu modificador de Sabedoria. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt index 22c49d626f..206a02e5a0 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Ataque de oportunidade Reaction/&ReactionAttackSentinelDescription={0} atacou um de seus aliados, em resposta você pode usar sua reação para atacar. Reaction/&ReactionAttackSentinelReactDescription=Use a reação para atacar. Reaction/&ReactionAttackSentinelReactTitle=Ataque -Reaction/&ReactionAttackSentinelTitle=Interceptação +Reaction/&ReactionAttackSentinelTitle=Sentinela diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Wyrmkin-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Wyrmkin-pt-BR.txt index e8222264c9..54a922570e 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Wyrmkin-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Wyrmkin-pt-BR.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=High Wyrmkins descendem de uma raça de wyrms q Race/&RaceHighWyrmkinTitle=Alto Wyrmkin Race/&RaceWyrmkinDescription=Wyrmkins são primos maiores dos Dragonborns descendentes de outra raça de dragões. Diferentemente dos Dragonborns, eles podem enxergar no escuro. Race/&RaceWyrmkinTitle=Serpente -Reaction/&ReactionAttackReactiveRetributionDescription={0} atingiu você com um ataque. Use sua reação para atacar {0}. +Reaction/&ReactionAttackReactiveRetributionDescription={0} atingiu você com um ataque. Você pode usar sua reação para fazer um ataque contra ele. Reaction/&ReactionAttackReactiveRetributionReactDescription=Use sua reação para atacar. Reaction/&ReactionAttackReactiveRetributionReactTitle=Ataque Reaction/&ReactionAttackReactiveRetributionTitle=Retribuição Reativa diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDread-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDread-pt-BR.txt index d2dac1079c..339deacdc2 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDread-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDread-pt-BR.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=Você pode usar seu Canaliz Feature/&PowerOathOfDreadDreadfulPresenceTitle=Canal Divindade: Presença Terrível Feedback/&AdditionalDamageAspectOfDreadFormat=Aspecto do Pavor! Feedback/&AdditionalDamageAspectOfDreadLine={0} executa um aspecto de ataque de terror em {1} (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} atacou {1}. Você pode usar sua reação para fazer um ataque de arma corpo a corpo contra ele. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} atingiu você com um ataque. Você pode usar sua reação para fazer um ataque de arma corpo a corpo contra ele. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Use sua reação para atacar. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Ataque Reaction/&ReactionAttackHarrowingCrusadeTitle=Cruzada Angustiante diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt index 427dc5f83e..4cbf22e955 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=Существо пытаетс Reaction/&CustomReactionSecondChanceReactDescription=Принудительный переброс. Reaction/&CustomReactionSecondChanceReactTitle=Использовать Reaction/&CustomReactionSecondChanceTitle=Второй шанс -Reaction/&ReactionAttackExploiterDescription={1} атаковал {0}. Реакцией вы можете совершить атаку оружием ближнего боя, чтобы воспользоваться ситуацией против {0}. +Reaction/&ReactionAttackExploiterDescription={0} был поражен атакой. Вы можете использовать реакцию, чтобы провести атаку оружием ближнего боя против него. Reaction/&ReactionAttackExploiterReactDescription=Используйте реакцию для атаки. Reaction/&ReactionAttackExploiterReactTitle=Атака Reaction/&ReactionAttackExploiterTitle=Оппортунист diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt index ae81a3387a..652f49f4d4 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Вы научились призы Feat/&FeatGroupFlamesOfPhlegethosTitle=Пламя Флегетоса Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Адепт и Посвящённый широкого профиля +Feat/&FeatGroupGrapplerDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Увеличьте значение Силы или Ловкости на 1 при максимуме 20.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. +Feat/&FeatGroupGrapplerTitle=Борец Feat/&FeatGroupGrudgeBearerDescription=Вы испытываете глубокую ненависть к определённому виду существ. Выберите себе противника, тип существ, на которых ляжет бремя вашего гнева: аберрации, звери, небожители, конструкты, драконы, элементали, феи, исчадия, великаны, монстры, слизь, растения или нежить. Вы получаете следующие преимущества:\n• Увеличьте значение вашей Силы, Телосложения или Мудрости на 1 при максимуме 20.\n• В течение первого раунда любого боя с выбранными вами противниками, броски атаки по любому из них вы совершаете с преимуществом.\n• Когда любой из выбранных вами противников атакует вас, он совершает бросок атаки с помехой. Feat/&FeatGroupGrudgeBearerTitle=Затаивший обиду Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt index fa9fe22af5..1f2ed39c8f 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=Пронзатель! Feedback/&AdditionalDamagePiercerLine={0} критически пронзает {1} Feedback/&AdditionalDamageSpearMasteryFormat=Мастер владения копьём! Feedback/&AdditionalDamageSpearMasteryLine={0} подготовил копьё и наносит дополнительные {2} урона {1}! -Reaction/&ReactionAttackOldTacticsDescription={0} встаёт. {1} может использовать реакцию, чтобы совершить рукопашную атаку по этой цели. +Reaction/&ReactionAttackOldTacticsDescription={0} встал. Вы можете использовать реакцию, чтобы провести против него атаку оружием ближнего боя. Reaction/&ReactionAttackOldTacticsReactDescription=Используйте реакцию для атаки. Reaction/&ReactionAttackOldTacticsReactTitle=Атака Reaction/&ReactionAttackOldTacticsTitle=Старая тактика diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt index e6cdb7083e..d71c29a3ab 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=Вы можете направлять ко Feat/&FeatBalefulScionStrTitle=Зловещий наследник [СИЛ] Feat/&FeatBalefulScionWisDescription=Вы можете направлять космические силы зла, чтобы получить следующие преимущества:\n• Увеличьте значение Мудрости на 1 при максимуме 20.\n• Один раз за ход, когда вы наносите урон видимому существу, на растоянии до 60 футов от себя, вы можете нанести ему дополнительный урон некротической энергией 1d6 + ваш бонус мастерства, и вы восстанавливаете количество хитов, равное 1d6 + ваш бонус мастерства. Вы можете использовать это преимущество количество раз, равное вашему бонусу мастерства, и вы восстанавливаете все потраченные использования, когда заканчиваете продолжительный отдых. Feat/&FeatBalefulScionWisTitle=Зловещий наследник [МДР] +Feat/&FeatBrawlerDescription=Вы - эксперт в рукопашном бою и получаете следующие преимущества:\n• Ваши безоружные удары наносят 1d6 + ваш модификатор Силы дробящего урона. Если во время броска атаки вы не используете оружие или щит, кость урона d6 превращается в d8.\n• Если вы используете действие Атака, и у вас есть хотя бы одна свободная рука, вы можете бонусным действием совершить безоружный удар или схватить существо. +Feat/&FeatBrawlerTitle=Драчун Feat/&FeatChefConDescription=Увеличьте значение вашего Телосложения на 1 при максимуме 20.\nВы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.\nРаз в день вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов. Feat/&FeatChefConTitle=Шеф-повар [ТЕЛ] Feat/&FeatChefWisDescription=Увеличьте значение вашего Мудрости на 1 при максимуме 20.\nВы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.\nРаз в день вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов. @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=Увеличьте значение Тел Feat/&FeatFrostAdaptationTitle=Адаптация к холоду Feat/&FeatGiftOfTheChromaticDragonDescription=Вы проявляете в себе некоторые силы цветного дракона, получая следующие преимущества:\n• Цветная инфузия: Бонусным действием вы касаетесь простого или воинского оружия и наполняете его одним из указанных ниже видов урона: кислота, огонь, электричество, холод или яд. В течение следующей минуты это оружие будет при попадании дополнительно наносить 1d4 урона выбранного вами вида. Как только вы используете это преимущество, вы не можете использовать его снова, пока не закончите продолжительный отдых.\n• Мгновенное сопротивление: Когда вы получаете урон кислотой, огнём, электричеством, холодом или ядом, вы можете реакцией получить сопротивление получаемому урону до конца этого хода. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. Feat/&FeatGiftOfTheChromaticDragonTitle=Дар цветного дракона -Feat/&FeatGrapplerDescription=Вы развили навыки, необходимые для того, чтобы удержаться в схватке на близком расстоянии. Вы получаете следующие преимущества:\n• Увеличьте показатель Силы или Ловкости на 1, до максимума 20. \n• У вас есть преимущество при бросках атаки против существа, которое вы схватываете. \n• У вас больше нет штрафов за движение при схватке существ вашего размера или меньше. -Feat/&FeatGrapplerTitle=Грэпплер +Feat/&FeatGrapplerDexDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Увеличьте значение Ловкости на 1 при максимуме 20.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. +Feat/&FeatGrapplerDexTitle=Борец [ЛОВ] +Feat/&FeatGrapplerStrDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Увеличьте значение Силы на 1 при максимуме 20.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. +Feat/&FeatGrapplerStrTitle=Борец [СИЛ] Feat/&FeatGroupSkillExpertDescription=Вы отточили своё мастерство в использовании определённых умений, что даёт вам следующие преимущества:\n• Увеличьте значение одной вашей характеристики по вашему выбору на 1 при максимуме 20.\n• Вы получаете владение одним навыком на ваш выбор.\n• Выберите один навык, которым вы владеете. Вы получаете компетентность в этом навыке. Feat/&FeatGroupSkillExpertTitle=Эксперт в навыке Feat/&FeatHealerDescription=Вы получаете владение или компетентность в навыке Медицины. Вы получаете способность стабилизировать умирающее существо, либо воскресить существо, умершее не более 12 секунд назад, один раз до продолжительного отдыха. Вы можете действием восстановить 1d6 + 4 + уровень существа хитов количество раз, равное вашему модификатору Мудрости, затем вам необходимо закончить продолжительный отдых, чтобы воспользоваться этим умением вновь. diff --git a/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt index fc519a96fa..abd7d37ff5 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=Атака по возможности Reaction/&ReactionAttackSentinelDescription={0} атаковал одного из ваших союзников, в ответ вы можете атаковать реакцией. Reaction/&ReactionAttackSentinelReactDescription=Используйте реакцию для атаки. Reaction/&ReactionAttackSentinelReactTitle=Атака -Reaction/&ReactionAttackSentinelTitle=Перехват +Reaction/&ReactionAttackSentinelTitle=Страж diff --git a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt index dce7794743..6e9d466a7f 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt @@ -44,12 +44,12 @@ Condition/&AfterRestIdentifyTitle=Опознание Condition/&ConditionBlindedByTitle=Ослеплён {0} Condition/&ConditionBlindedExtendedDescription=Существо ослеплено. Броски атаки по существу совершаются с преимуществом, а существо совершает броски атаки с помехой. Condition/&ConditionDistractedByAllyTitle=Отвлечён -Condition/&ConditionGrappleSourceDescription=Ваша скорость снижена вдвое, и вы не можете прыгать или карабкаться во время захвата. -Condition/&ConditionGrappleSourceTitle=Схвативший -Condition/&ConditionGrappleSourceWithGrapplerDescription=Вы не можете прыгать или карабкаться во время захвата, а также имеете преимущество при атаках против существа, которое вы схватили. -Condition/&ConditionGrappleSourceWithGrapplerLargerDescription=Ваша скорость снижена вдвое, и вы не можете прыгать или карабкаться во время захвата, а также имеете преимущество при атаках против существа, которое вы схватили. -Condition/&ConditionGrappleSourceWithGrapplerLargerTitle=Грэпплинг -Condition/&ConditionGrappleSourceWithGrapplerTitle=Грэпплинг +Condition/&ConditionGrappleSourceDescription=Ваша скорость снижена вдвое, и вы не можете прыгать или карабкаться. +Condition/&ConditionGrappleSourceTitle=Захват +Condition/&ConditionGrappleSourceWithGrapplerDescription=Вы не можете прыгать или карабкаться во время захвата, а также совершаете с преимуществом броски атаки по существу, которое держите в захвате. +Condition/&ConditionGrappleSourceWithGrapplerLargerDescription=Ваша скорость снижена вдвое, и вы не можете прыгать или карабкаться во время захвата, а также совершаете с преимуществом броски атаки по существу, которое держите в захвате. +Condition/&ConditionGrappleSourceWithGrapplerLargerTitle=Захват +Condition/&ConditionGrappleSourceWithGrapplerTitle=Захват Condition/&ConditionGrappleTargetDescription=Ваша скорость снижена до нуля. Condition/&ConditionGrappleTargetTitle=Схваченный Condition/&ConditionLightSensitivityDescription=Вы совершаете с помехой проверки Мудрости (Восприятие) при ярком свете и получаете штраф -1d4 к броскам атаки. @@ -74,7 +74,7 @@ ContentPack/&9999Title=Мод Неоконченное Дело Equipment/&BeltOfRegeneration_Function_Description=Восстанавливает 5 хитов за раунд в течение одной минуты. Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Ваши атаки становятся критическими попаданиями при бросках 18, 19 или 20, пока вы используете это оружие и настроены на него. Failure/&FailureFlagCannotTargetUndead=Нежить не может быть целью -Failure/&FailureFlagMaterialComponentHandsFull=Нет свободы действий для использования материальных компонентов заклинаний. +Failure/&FailureFlagMaterialComponentHandsFull=Нет свободной руки для использования материальных компонентов заклинаний. Failure/&FailureFlagMustKnowLanguage=Вы должны владеть языком {0}, чтобы приказывать этому существу Failure/&FailureFlagTargetMustNotBeSurprised=Цель не должна быть застигнута врасплох Failure/&FailureFlagTargetMustUnderstandYou=Цель должна понимать ваш приказ @@ -281,7 +281,7 @@ Rules/&SituationalContext9014Format=Не носит брони, либо тол Rules/&SituationalContext9015Format=Не носит брони, либо только лёгкую броню с двуручным боевым посохом: Rules/&SituationalContext9016Format=Не является источником эффекта с рукопашным оружием в одной из рук: Rules/&SituationalContext9017Format=Концентрируется на заклинании: -Rules/&SituationalContext9018Format=Является ли источник эффекта: +Rules/&SituationalContext9018Format=Источник эффекта: Rules/&TurnOccurenceEndOfSourceTurnFormat=Конец источника хода Screen/&ClassExtraSpellDescriptionFormat=Вам известно это заклинание от класса {0}. Screen/&EditorLocationSize3Title=Огромный [Модифицировано] diff --git a/SolastaUnfinishedBusiness/Translations/ru/Races/Wyrmkin-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Races/Wyrmkin-ru.txt index 497fa8ec7b..f98822a6b0 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Races/Wyrmkin-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Races/Wyrmkin-ru.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=Высшие вирмородные произ Race/&RaceHighWyrmkinTitle=Высший вирмородный Race/&RaceWyrmkinDescription=Вирмородные - более крупные родственники Драконорождённых, произошедшие от другой расы драконов. В отличие от драконорождённых, они могут видеть в темноте. Race/&RaceWyrmkinTitle=Вирмородный -Reaction/&ReactionAttackReactiveRetributionDescription={0} попал по вам атакой. Воспользуйтесь реакцией, чтобы совершить атаку по {0}. +Reaction/&ReactionAttackReactiveRetributionDescription={0} нанес вам удар. Вы можете использовать свою реакцию, чтобы нанести ему удар. Reaction/&ReactionAttackReactiveRetributionReactDescription=Воспользуйтесь реакцией для атаки. Reaction/&ReactionAttackReactiveRetributionReactTitle=Атака Reaction/&ReactionAttackReactiveRetributionTitle=Реактивное возмездие diff --git a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt index 0258d95c52..02e20b34b9 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt @@ -72,7 +72,7 @@ ModUi/&DisableAutoEquip=Отключить автонадевание предм ModUi/&DisableBarbarianBrutalCritical=+ Также отключить Варварам Сильный критический удар на уровнях 9, 13 и 17 ModUi/&DisableCastSpellPreRequisitesOnModFeats=Отключить обязательные условия наложения заклинаний для черт из этого мода [Необходим перезапуск] ModUi/&DisableClassPrerequisitesOnModFeats=Отключить требования по уровню для черт из этого мода -ModUi/&DisableMultilineSpellOffering=Отключить многострочное предложение заклинаний на панели действий [в основном для пользователей контроллеров, использующих героев без многопользовательского режима] +ModUi/&DisableMultilineSpellOffering=Отключить многострочное отображение заклинаний на панели действий [в первую очередь для пользователей контроллеров, играющих за персонажей, не являющихся мультикастерами] ModUi/&DisableRacePrerequisitesOnModFeats=Отключить требования по расе для черт из этого мода ModUi/&DisableSenseDarkVisionFromAllRaces=Отключить Тёмное зрение для всех игровых рас [Необходим перезапуск] ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Отключить Улучшенное тёмное зрение для всех игровых рас [Необходим перезапуск] diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDread-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDread-ru.txt index 4ae00b9682..0fd2c84dd9 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDread-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDread-ru.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=Действием вы м Feature/&PowerOathOfDreadDreadfulPresenceTitle=Божественный канал: Ужасающее присутствие Feedback/&AdditionalDamageAspectOfDreadFormat=Аспект ужаса! Feedback/&AdditionalDamageAspectOfDreadLine={0} совершает атаку аспекта ужаса по {1} (+{2}) -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} атаковал {1}. Вы можете использовать реакцию, чтобы совершить рукопашную атаку оружием против него. +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} нанес вам удар. Вы можете использовать свою реакцию, чтобы провести по нему атаку оружием ближнего боя. Reaction/&ReactionAttackHarrowingCrusadeReactDescription=Используйте свою реакцию для атаки. Reaction/&ReactionAttackHarrowingCrusadeReactTitle=Атака Reaction/&ReactionAttackHarrowingCrusadeTitle=Мучительный крестовый поход diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheSpirits-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheSpirits-ru.txt index f18fa1f137..dc44fe7ad5 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheSpirits-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheSpirits-ru.txt @@ -1,10 +1,10 @@ -Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsBearDescription=Получает помеху на броски атаки по всем, кроме источника этой ауры. +Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsBearDescription=Получает помеху на броски атаки по всем, кроме источника. Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsBearTitle=Совершенная аура медведя Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsEagleDescription=Получает возможность летать. Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsEagleTitle=Совершенный полёт орла Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsWolfDescription=Получает возможность совершить Толчок бонусным действием. Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsWolfTitle=Совершенный удар волка -Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackDescription=Дух волка дарует вам преимущество на броски рукопашной атаки, если только вы не являетесь ее источником. +Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackDescription=Дух волка дарует вам преимущество на броски рукопашной атаки, если только вы не являетесь источником. Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackTitle=Дух волка Feature/&ActionAffinityPathOfTheSpiritsCunningActionDescription=Дух орла превращает вас в проворного хищника, который может с лёгкостью пробираться сквозь ряды врагов. Бонусным действием вы можете совершить Рывок, Отход или уйти в Засаду. Feature/&ActionAffinityPathOfTheSpiritsCunningActionTitle=Дух орла diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt index b1610d8f18..f28aebcb22 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt @@ -82,7 +82,7 @@ Reaction/&CustomReactionSecondChanceDescription=一个生物即将攻击你! Reaction/&CustomReactionSecondChanceReactDescription=强制重投。 Reaction/&CustomReactionSecondChanceReactTitle=花费 Reaction/&CustomReactionSecondChanceTitle=第二次机会 -Reaction/&ReactionAttackExploiterDescription={1} 攻击了 {0}。您可以使用您的反应进行近战武器攻击以重创 {0}。 +Reaction/&ReactionAttackExploiterDescription={0} 遭到攻击。您可以做出反应,使用近战武器攻击它。 Reaction/&ReactionAttackExploiterReactDescription=使用你的反应攻击。 Reaction/&ReactionAttackExploiterReactTitle=攻击 Reaction/&ReactionAttackExploiterTitle=伺机而动 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt index 4b247cd970..4058a9da70 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt @@ -58,6 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=你学会召唤地狱之火来执 Feat/&FeatGroupFlamesOfPhlegethosTitle=弗莱格索斯之焰 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=一般熟练者和初学者 +Feat/&FeatGroupGrapplerDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下好处:\n• 您的力量或敏捷值增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗与您体型相同或更小的生物时,您不再受到移动惩罚。 +Feat/&FeatGroupGrapplerTitle=抓钩 Feat/&FeatGroupGrudgeBearerDescription=你对某种特定的生物怀有深深的仇恨。选择你的敌人,一种承受你愤怒负担的生物:异怪、野兽、天界生物、构装生物、龙、元素生物、精类生物、邪魔、巨人、怪兽、泥怪、植物或不死生物。你将获得以下好处:\n• 你的力量、体质或感知 +1,上限为 20。\n• 在与你选择的敌人进行战斗的第一轮中,你对其中任何一个人的攻击检定都具有优势。\n• 当你选择的任何敌人对你进行借机攻击时,攻击检定就会处于劣势。 Feat/&FeatGroupGrudgeBearerTitle=怨恨者 Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt index 04318fcfc5..7342134c05 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt @@ -80,7 +80,7 @@ Feedback/&AdditionalDamagePiercerFormat=穿刺者! Feedback/&AdditionalDamagePiercerLine={0} 重击贯穿 {1} Feedback/&AdditionalDamageSpearMasteryFormat=长矛精通! Feedback/&AdditionalDamageSpearMasteryLine={0} 已准备好长矛并对 {1} 造成额外的 {2} 伤害! -Reaction/&ReactionAttackOldTacticsDescription={0} 站了起来。{1} 可以使用反应来对其进行近战武器攻击。 +Reaction/&ReactionAttackOldTacticsDescription={0} 站了起来。你可以做出反应,用近战武器攻击它。 Reaction/&ReactionAttackOldTacticsReactDescription=利用你的反应来攻击。 Reaction/&ReactionAttackOldTacticsReactTitle=攻击 Reaction/&ReactionAttackOldTacticsTitle=故技重施 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt index 8308df9c00..567f11f9e5 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt @@ -24,6 +24,8 @@ Feat/&FeatBalefulScionStrDescription=你可以引导宇宙邪恶力量来获得 Feat/&FeatBalefulScionStrTitle=恶意后继者【力量】 Feat/&FeatBalefulScionWisDescription=你可以引导宇宙邪恶力量来获得以下好处:\n• 你的感知 +1,上限为 20。\n• 每回合一次,当你伤害自己 60 尺范围内可见的生物时,你还可以对其造成黯蚀伤害。黯蚀伤害等于 1d6 + 你的熟练加值,然后你将恢复这一黯蚀伤害实际造成伤害数额的生命值。你可以使用这一增益的次数等于你的熟练加值次,并且当你完成长休时,你会恢复所有已消耗的使用次数。 Feat/&FeatBalefulScionWisTitle=恶意后继者【感知】 +Feat/&FeatBrawlerDescription=您是徒手搏斗的专家,可获得以下优势:\n• 您的徒手攻击可造成 1d6+力量调整值的钝击伤害。如果您在进行攻击掷骰时未携带任何武器或盾牌,则 d6 会变成 d8。\n• 当您采取攻击行动并至少有一只自由手时,您可以使用奖励行动进行徒手攻击或擒抱生物。 +Feat/&FeatBrawlerTitle=格斗者 Feat/&FeatChefConDescription=你的体质 +1,上限为 20。\n你可以花 1 小时做饭,恢复你及同伴 1d8 的生命值。\n每日一次,你可以花 1 小时做出数量为你的熟练加值,食用时可提供 5 点临时生命值的美味。 Feat/&FeatChefConTitle=大厨【体质】 Feat/&FeatChefWisDescription=你的感知 +1,上限为 20。\n你可以花 1 小时做饭,恢复你及同伴 1d8 的生命值。\n每日一次,你可以花 1 小时做出数量为你的熟练加值,食用时可提供 5 点临时生命值的美味。 @@ -40,8 +42,10 @@ Feat/&FeatFrostAdaptationDescription=你的体质 +1,上限为 20。\n你对 Feat/&FeatFrostAdaptationTitle=霜冻适应 Feat/&FeatGiftOfTheChromaticDragonDescription=你已经展现了色彩龙的一些力量,为你带来以下好处:\n• 繁彩注魔:长休一次,作为附赠动作,你可以触摸简单武器或军用武器并向其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。\n• 反应抵抗:当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以使用反应来给予你自己对该类伤害的抗性,直到回合结束。每次长休后你可以使用该反应的次数等于你的熟练加值。 Feat/&FeatGiftOfTheChromaticDragonTitle=色彩龙之赐 -Feat/&FeatGrapplerDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下好处:\n• 您的力量或敏捷值增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗与您体型相同或更小的生物时,您不再受到移动惩罚。 -Feat/&FeatGrapplerTitle=抓钩 +Feat/&FeatGrapplerDexDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下优势:\n• 敏捷度增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗体型与您相同或比您小的生物时,您不再受到移动惩罚。 +Feat/&FeatGrapplerDexTitle=擒抱者[敏捷] +Feat/&FeatGrapplerStrDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下优势:\n• 力量增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗体型与您相同或比您小的生物时,您不再受到移动惩罚。 +Feat/&FeatGrapplerStrTitle=擒抱者 [力量] Feat/&FeatGroupSkillExpertDescription=你已经磨练了自己对特定技能的熟练程度,从而获得以下好处:\n• 你选择的一项属性值 +1,上限为 20。\n• 获得一项技能的熟练项\n• 将一项已经熟练的技能进阶为专精。 Feat/&FeatGroupSkillExpertTitle=技能专家 Feat/&FeatHealerDescription=你获得医药的熟练项或专精。每次长休后,你可以稳定一个生物的伤势,以及复苏死亡不久的生物。你也可以使用一个动作恢复 1d6 + 医药加值 + 角色等级 的生命值,每次长休后可以使用该动作的次数等于你的感知调整值。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt index 3e1ee528a3..512fdbdcdf 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt @@ -49,4 +49,4 @@ Reaction/&ReactionAttackAoOEnterTitle=借机攻击 Reaction/&ReactionAttackSentinelDescription={0} 攻击了你的一个盟友,作为回应,你可以使用你的反应来攻击。 Reaction/&ReactionAttackSentinelReactDescription=使用反应来攻击。 Reaction/&ReactionAttackSentinelReactTitle=攻击 -Reaction/&ReactionAttackSentinelTitle=哨兵反应 +Reaction/&ReactionAttackSentinelTitle=哨兵 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt index 927377ab25..d156185afc 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt @@ -40,7 +40,7 @@ Race/&RaceHighWyrmkinDescription=高等龙人是具有灵能能力的龙族后 Race/&RaceHighWyrmkinTitle=高等龙人 Race/&RaceWyrmkinDescription=龙人是龙裔的体型较大的表亲,是龙族的另一种后裔。与龙裔不同,他们可以在黑暗中看到东西。 Race/&RaceWyrmkinTitle=龙人 -Reaction/&ReactionAttackReactiveRetributionDescription={0} 攻击了你。利用你的反应来攻击 {0}。 +Reaction/&ReactionAttackReactiveRetributionDescription={0} 对你发起了攻击。你可以利用自己的反应来攻击它。 Reaction/&ReactionAttackReactiveRetributionReactDescription=利用你的反应来攻击。 Reaction/&ReactionAttackReactiveRetributionReactTitle=攻击 Reaction/&ReactionAttackReactiveRetributionTitle=反应反击 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt index 7cb8a32d12..0fb25c8528 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt @@ -20,7 +20,7 @@ Feature/&PowerOathOfDreadDreadfulPresenceDescription=使用一个动作,你可 Feature/&PowerOathOfDreadDreadfulPresenceTitle=引导神力:恐惧之势 Feedback/&AdditionalDamageAspectOfDreadFormat=恐惧之相! Feedback/&AdditionalDamageAspectOfDreadLine={0} 对 {1} (+{2}) 进行恐惧攻击 -Reaction/&ReactionAttackHarrowingCrusadeDescription={0} 攻击了 {1}。你可以使用你的反应对其进行近战武器攻击。 +Reaction/&ReactionAttackHarrowingCrusadeDescription={0} 对你发起了攻击。你可以利用自己的反应对其发动近战武器攻击。 Reaction/&ReactionAttackHarrowingCrusadeReactDescription=用你的反应来攻击。 Reaction/&ReactionAttackHarrowingCrusadeReactTitle=攻击 Reaction/&ReactionAttackHarrowingCrusadeTitle=恐惧征伐 diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs index bab874e2c5..c0562412c9 100644 --- a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs +++ b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs @@ -118,13 +118,29 @@ internal static class ValidatorsCharacter character is RulesetCharacterHero && character.GetOffhandWeapon()?.ItemDefinition.IsLightSourceItem == true; internal static readonly IsCharacterValidHandler HasFreeHandWithoutTwoHandedInMain = character => - character.HasFreeHandSlot() && - !ValidatorsWeapon.HasAnyWeaponTag( - character.GetMainWeapon()?.ItemDefinition, TagsDefinitions.WeaponTagTwoHanded); + HasFreeHand(character) && + (character.GetMainWeapon()?.ItemDefinition is not { } itemDefinition || + !ValidatorsWeapon.HasAnyWeaponTag( + itemDefinition, TagsDefinitions.WeaponTagTwoHanded)); internal static readonly IsCharacterValidHandler HasFreeHand = character => - character.HasFreeHandSlot() || - character is RulesetCharacterMonster; + { + var mainHand = character.GetMainWeapon(); + var offHand = character.GetOffhandWeapon(); + + return ValidatorsWeapon.IsUnarmed(offHand) || + ValidatorsWeapon.IsUnarmed(mainHand) || + character is RulesetCharacterMonster; + }; + + internal static readonly IsCharacterValidHandler HasBothHandsFree = character => + { + var mainHand = character.GetMainWeapon(); + var offHand = character.GetOffhandWeapon(); + + return (ValidatorsWeapon.IsUnarmed(offHand) && ValidatorsWeapon.IsUnarmed(mainHand)) || + character is RulesetCharacterMonster; + }; internal static readonly IsCharacterValidHandler HasTwoHandedQuarterstaff = character => ValidatorsWeapon.IsWeaponType(character.GetMainWeapon(), QuarterstaffType) && IsFreeOffhand(character); @@ -132,8 +148,8 @@ internal static class ValidatorsCharacter internal static readonly IsCharacterValidHandler HasLongbow = character => ValidatorsWeapon.IsWeaponType(character.GetMainWeapon(), LongbowType); - internal static readonly IsCharacterValidHandler HasMeleeWeaponOrUnarmedInMainHand = character => - IsUnarmedInMainHand(character) || HasMeleeWeaponInMainHand(character); + internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainHandOrUnarmed = character => + ValidatorsWeapon.IsUnarmed(character.GetMainWeapon()) || HasMeleeWeaponInMainHand(character); internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainHand = character => { @@ -153,9 +169,6 @@ internal static class ValidatorsCharacter internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainAndOffhand = character => HasMeleeWeaponInMainHand(character) && HasMeleeWeaponInOffHand(character); - private static readonly IsCharacterValidHandler IsUnarmedInMainHand = character => - ValidatorsWeapon.IsUnarmed(character.GetMainWeapon()?.ItemDefinition); - internal static readonly IsCharacterValidHandler IsNotInBrightLight = character => HasAnyOfLightingStates( LocationDefinitions.LightingState.Darkness, diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs index 48c6ba96c4..91fad761a1 100644 --- a/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs +++ b/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs @@ -164,20 +164,11 @@ internal static bool IsPolearmType([CanBeNull] RulesetAttackMode attackMode) } [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static bool IsUnarmed( - [CanBeNull] ItemDefinition itemDefinition, - [CanBeNull] RulesetAttackMode attackMode = null) + private static bool IsUnarmed([CanBeNull] ItemDefinition itemDefinition) { - if (attackMode is { SourceDefinition: MonsterAttackDefinition { proximity: AttackProximity.Melee } }) - { - return true; - } - - itemDefinition = attackMode?.SourceDefinition as ItemDefinition ?? itemDefinition; - if (!itemDefinition) { - return false; + return true; } return @@ -186,12 +177,24 @@ internal static bool IsUnarmed( itemDefinition.WeaponDescription.WeaponTypeDefinition.Name == UnarmedStrikeType.Name; } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal static bool IsUnarmed([CanBeNull] RulesetItem rulesetItem) + { + return rulesetItem == null || (rulesetItem.ItemDefinition is { } itemDefinition && IsUnarmed(itemDefinition)); + } + [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static bool IsUnarmed([CanBeNull] RulesetAttackMode attackMode) { - return IsUnarmed(null, attackMode); + if (attackMode is { SourceDefinition: MonsterAttackDefinition { proximity: AttackProximity.Melee } }) + { + return true; + } + + return attackMode?.SourceDefinition is ItemDefinition itemDefinition && IsUnarmed(itemDefinition); } + //ATT: don't use this to check on unarmed weapon types as there itemDefinition are null if not from an attackMode [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static bool HasAnyWeaponTag([CanBeNull] ItemDefinition itemDefinition, [NotNull] params string[] tags) {