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{"UA - Feats for Races" {:orcpub.dnd.

e5/feats {:orcish-fury {:ability-increases


#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Orcish Fury", :path-prereqs {:race
{:half-orc true}}, :description "Your fury burns tirelessly. You gain the following
benefits:\n • Increase your Strength or Constitution score by 1, up to a maximum
of 20.\n • 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.\n • Immediately after you use your
Relentless Endurance trait, you can use your reaction to make one weapon
attack.", :key :orcish-fury, :disabled? false}, :human-determination {:ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Human Determination", :option-pack "UA - Feats for Races", :path-prereqs {:race
{:human-mark-of-making- true, :human-mark-of-handling true, :human-mark-of-
sentinel- true, :human true, :human-mark-of-making true, :human-mark-of-passage
true, :human-mark-of-passage- true, :human-mark-of-sentinel true, :human-mark-of-
handling- true}}, :description "You are filled with a determination that can draw
the unreachable within your reach. You gain the following benefits:\n • Increase
one ability score of your choice by 1, to a maximum of 20.\n • When you make an
attack roll, an ability check, or a saving throw, you can do so with advantage.
Once you use this ability, you can't use it again until you finish a short or long
rest.", :key :human-determination}, :dragon-wings {:ability-increases #{}, :prereqs
#{}, :name "Dragon Wings", :option-pack "UA - Feats for Races", :description "You
sprout draconic wings. With your wings, you have a flying speed of 20 feet if you
aren't wearing heavy armor and aren't exceeding your carrying capacity.", :path-
prereqs {:race {:dragonborn true}}, :key :dragon-wings}, :critter-friend-
prerequisite-forest-subrace- {:ability-increases #{}, :prereqs #{}, :path-prereqs
{:race {:gnome true}}, :name "Critter Friend (Prerequisite: Forest
subrace)", :option-pack "UA - Feats for Races", :description "Your friendship with
animals mystically deepens. You gain the following benefits:\n • You gain
proficiency in the Animal Handling skill. If you're already proficient in it, your
proficiency bonus is doubled for any check you make with it.\n • You learn the
speak with animals spell and can cast it at will, without expending a spell slot.
You also learn the animal friendship spell, and you can cast it once with this
feat, without expending a spell slot. You regain the ability to cast it in this way
when you finish a long rest. Intelligence is your spellcasting ability for these
spells.", :props {:skill-prof-or-expertise {:animal-handling true}}, :key :critter-
friend-prerequisite-forest-subrace-}, :bountiful-luck {:ability-increases
#{}, :prereqs #{}, :name "Bountiful Luck", :option-pack "UA - Feats for
Races", :description "Whenever an ally you can see within 30 feet of you rolls a 1
on the d20 for an attack roll, an ability check, or a saving throw, you can use
your reaction to let the ally reroll the die. The ally must use the new
roll.", :path-prereqs {:race {:halfling true}}, :key :bountiful-luck, :disabled?
false}, :wonder-maker-prerequisite-rock-gnome-subrace- {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Wonder Maker (Prerequisite: Rock
gnome subrace)", :path-prereqs {:race {:gnome true}}, :description "You master the
tinker techniques of your people. You gain the following benefits:\n • Increase
your Dexterity or Intelligence score by 1, to a maximum of 20.\n • When you make
a check using your proficiency with tinker's tools, you add double your proficiency
bonus to the check.\n • When you make a device with your Tinker trait, you have
the following additional options for what you make:\nAlarm. This device senses when
a creature moves to within 15 feet of it without speaking aloud a password chosen
when you create it. One round after a creature moves into range, the alarm makes a
shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.\n
Calculator. This device makes doing sums easy.\n Lifter. This device can be used
as a block and tackle, allowing its user to hoist five times the weight the user
can normally lift.\n Timekeeper. This pocket watch keeps accurate time.\n
Weather Sensor. When used as an action, this device predicts weather conditions in
a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain,
or snow) for each hour.", :key :wonder-maker-prerequisite-rock-gnome-
subrace-}, :everybodys-friend {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :name "Everybody's Friend", :path-
prereqs {:race {:half-elf true, :half-elf-mark-of-detection- true, :half-elf-mark-
of-storm- true, :half-elf-mark-of-detection true, :half-elf-mark-of-storm
true}}, :option-pack "UA - Feats for Races", :description "You develop your
magnetic personality to ease your way through the world. You gain the following
benefits:\n • Increase your Charisma score by 1, up to a maximum of 20.\n • You
gain proficiency in the Deception and Persuasion skills. If you're already
proficient in either skill, your proficiency bonus is doubled for any check you
make with that skill.", :props {:skill-prof-or-expertise {:deception
true, :persuasion true}}, :key :everybodys-friend}, :barbed-hide {:ability-
increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :name "Barbed Hide", :option-pack "UA - Feats for Races", :description "One of
your ancestors was a barbed devil or other spiky fiend.Barbs protrude from your
head. You gain the following benefits:\n • Increase your Constitution or Charisma
score by 1, up to a maximum of 20.\n • As a bonus action, you can cause small
barbs to protrude all over your body or cause them to retract. At the start of each
of your turns while the barbs are out, you deal 1d6 piercing damage to any creature
grappling you or any creature grappled by you.\n • You gain proficiency in the
Intimidation skill. If you're already proficient in it, your proficiency bonus is
doubled for any check you make with it.", :path-prereqs {:race {:tiefling
true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-variant-
true, :tiefling-scag-winged-variant- true, :tiefling-eberron-variant-
false}}, :props {:skill-prof-or-expertise {:intimidation true}}, :key :barbed-
hide}, :fey-teleportation-prerequisite-high-elf-subrace- {:description "Drawing on
your fey ancestry, you have learned how to teleport. You gain the following
benefits:\n • Increase your Intelligence score by 1, to a maximum of 20.\n •
You learn the misty step spell and can cast it once without expending a spell slot.
You regain the ability to cast it in this way when you finish a short or long rest.
Intelligence is your spellcasting ability for this spell.", :path-prereqs {:race
{:elf true}}, :prereqs #{}, :key :fey-teleportation-prerequisite-high-elf-subrace-,
:name "Fey Teleportation (Prerequisite: High elf subrace)", :option-pack "UA -
Feats for Races", :ability-increases #{:orcpub.dnd.e5.character/int}, :disabled?
false, :props {:language-choice 1}}, :prodigy {:description "You have a knack for
learning new things. You gain the following benefits:\n • Increase one ability
score of your choice by 1, to a maximum of 20.\n • You gain one skill proficiency
of your choice, one tool proficiency of your choice, and fluency in one language of
your choice.", :path-prereqs {:race {:half-elf-mark-of-detection- true, :human-
mark-of-making- true, :half-orc false, :human-mark-of-sentinel- true, :half-elf-
mark-of-storm- true, :human true, :human-mark-of-finding- true, :human-mark-of-
passage- true, :human-mark-of-handling- true, :half-elf true}}, :prereqs
#{}, :key :prodigy, :name "Prodigy", :option-pack "UA - Feats for Races", :ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :disabled?
false, :props {:language-choice 1, :skill-tool-choice 2}}, :dragon-fear {:ability-
increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Dragon Fear", :description "When
angered, you radiate menace. You gain the following benefits:\n • Increase your
Strength or Charisma score by 1, up to a maximum of 20.\n • Instead of exhaling
destructive energy, you can roar and expend a use of your breath weapon to force
each creature of your choice within 30 feet of you to make a Wisdom saving throw
(DC 8 + your proficiency bonus + your Charisma modifier). A target automatically
succeeds if it can't hear or see you. On a failed save, a target becomes frightened
for 1 minute. If the frightened target takes any damage, it can repeat the saving
throw, ending the effect on itself on a success.", :path-prereqs {:race
{:dragonborn true}}, :key :dragon-fear, :disabled? false}, :second-chance
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Second Chance", :option-pack "UA - Feats for Races", :description "Fortune favors
you. You gain the following benefits:\n • Increase your Dexterity, Constitution,
or Charisma score by 1, to a maximum of 20.\n • When a creature you can see hits
you with an attack roll, you
can use your reaction to force that creature to reroll. Once you use this ability,
you can't do so again until you finish a short or long rest.", :path-prereqs {:race
{:halfling true}}, :key :second-chance, :disabled? false}, :squat-nimbleness
{:description "You are uncommonly nimble for your race. You gain the following
benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of
20.\n • Increase your walking speed by 5 feet.\n • You gain proficiency in the
Acrobatics or Athletics skill. If you're already proficient in the skill, your
proficiency bonus is doubled for any check you make with it.", :path-prereqs {:race
{:halfling true, :dwarf true, :genasi false, :gnome true, :grung true, :muriidan
true}}, :prereqs #{}, :key :squat-nimbleness, :name "Squat Nimbleness", :option-
pack "UA - Feats for Races", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :disabled?
false, :props {:speed 5, :skill-prof-or-expertise {:acrobatics false}}}, :wood-elf-
magic-prerequisite-wood-elf-subrace- {:description "You learn the magic of the
primeval woods. You learn one druid cantrip of your choice. You also learn
longstrider and pass without trace, 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. Wisdom is your spellcasting ability for these
spells.", :path-prereqs {:race {:elf true}}, :prereqs #{}, :key :wood-elf-magic-
prerequisite-wood-elf-subrace-, :name "Wood Elf Magic (Prerequisite: Wood elf
subrace)", :option-pack "UA - Feats for Races", :ability-increases #{}, :disabled?
false, :props {:magic-novice false}}, :grudge-bearer {:ability-increases
#{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/wis}, :prereqs #{}, :name
"Grudge-Bearer", :option-pack "UA - Feats for Races", :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.
Alternatively, you can choose two races of humanoid (such as gnolls and orcs). 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.\n • Whenever you make an Intelligence (Arcana,
History, Nature, or Religion) check to recall information about your chosen foes,
you add double your proficiency bonus to the check, even if you're not normally
proficient.", :path-prereqs {:race {:dwarf true}}, :key :grudge-bearer}, :flames-
of-phlegethos {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Flames of Phlegethos", :option-pack "UA - Feats for Races", :description "You
learn to call on hellfire to serve your commands. You gain the following benefits:\
n • Increase your Intelligence or Charisma score by 1, to a maximum of 20.\n •
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the
fire damage dice, but you must use the new roll, even if it is another 1.\n •
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe
you until the end of your next turn. The flames don't harm you or your possessions,
and they shed bright light out to 30 feet and dim light for an additional 30 feet.
While the flames are present, any creature within 5 feet of you that hits you with
a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :path-prereqs
{:race {:tiefling true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-
variant- true, :tiefling-scag-winged-variant- true}}, :disabled? false}, :infernal-
constitution {:description "Fiendish blood runs strong in you. You gain the
following benefits:\n • Increase your Constitution score by 1, up to a maximum of
20.\n • You have resistance to cold and poison damage.\n • You have advantage
on saving throws against being poisoned.", :path-prereqs {:race {:tiefling
true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-variant-
true, :tiefling-scag-winged-variant- true}}, :prereqs #{}, :key :infernal-
constitution, :name "Infernal Constitution", :option-pack "UA - Feats for
Races", :ability-increases #{:orcpub.dnd.e5.character/con}, :disabled?
false, :props {:damage-resistance {:cold true, :poison true}}}, :elven-accuracy
{:ability-increases #{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :name "Elven
Accuracy", :path-prereqs {:race {:elf true, :half-elf true, :half-elf-mark-of-
detection- true, :half-elf-mark-of-storm- true}}, :option-pack "UA - Feats for
Races", :description "You have uncanny aim. You gain the following benefits:\n •
Increase your Dexterity score by 1, to a maximum of 20.\n • Whenever you have
advantage on an attack roll, you can reroll one of the dice once.", :key :elven-
accuracy, :disabled? false}, :dragon-hide {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Dragon Hide", :option-pack "UA - Feats for Races", :path-prereqs {:race
{:dragonborn true}}, :description "You inherited the might and majesty of your
dragon ancestors. You gain the following benefits:\n • Increase your Strength or
Charisma score by 1, up to a maximum of 20.\n • You grow retractable claws from
the tips of your fingers. Extending or retracting the claws requires no action. The
claws are natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.\n • Your scales harden;
you gain a +1 bonus to AC while you aren't wearing armor.", :key :dragon-
hide, :disabled? false}, :orcish-aggression {:ability-increases #{}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Orcish Aggression", :description
"As a bonus action, you can move up to your speed toward an enemy of your choice
that you can see or hear. You must end this move closer to the enemy than you
started.", :path-prereqs {:race {:half-orc true, :half-orc-mark-of-finding-
true, :half-orc-mark-of-finding true}}, :key :orcish-aggression}, :dwarf-resilience
{:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Dwarf
Resilience", :option-pack "UA - Feats for Races", :description "You have the blood
of dwarf heroes flowing through your veins. You gain the following benefits:\n •
Increase your Constitution score by 1, to a maximum of 20.\n • Whenever you take
the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the
die, add your Constitution modifier, and regain a number of hit points equal to the
total (minimum of 1).", :path-prereqs {:race {:dwarf true}}, :key :dwarf-
resilience}, :fade-away {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for Races",
:name "Fade Away", :description "You can draw on your magical heritage to escape
danger. You gain the following benefits:\n • Increase your Intelligence score by
1, up to a maximum of 20.\n • When 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.", :path-prereqs {:race
{:gnome true}}, :key :fade-away, :disabled? false}, :drow-high-magic-prerequisite-
drow-subrace- {:ability-increases #{}, :prereqs #{}, :name "Drow High Magic
(Prerequisite: Drow subrace)", :option-pack "UA - Feats for Races", :description
"You learn more of the spells typical for your people. You learn detect magic 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.", :key :drow-high-magic-
prerequisite-drow-subrace-, :path-prereqs {:race {:elf true}}, :disabled? false}}},
"Adventurers League - Rage of Demons" {:orcpub.dnd.e5/languages {:netherese
{:option-pack "Adventurers League - Rage of Demons", :name
"Netherese", :description "You can speak, read, and write
Netherese.", :key :netherese}}, :orcpub.dnd.e5/backgrounds {:cormanthor-refugee
{:key :cormanthor-refugee, :name "Cormanthor Refugee", :equipment {:tent-two-person
1, :clothes-traveler-s 1, :holy-symbol 1, :pouch 1}, :treasure {:gp 5}, :equipment-
choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-
supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools
1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools
1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :option-pack "Adventurers League - Rage of Demons", :help "You are
one of hundreds of refugees that were driven from Hillsfar or that fled the
destruction of Myth Drannor and who now shelter in hidden camps under the northern
eaves of the Cormanthor Forest.\nFeature: Shelter of the Elven Clergy", :profs
{:skill {:survival true, :nature true}, :tool-options {:artisans-tool
1}, :language-options {:choose 1, :options {:any true}}}, :traits [{:name
"Languages", :description "You can speak, read and write Elven. Select this
proficiency in the languages menu."} {:name "Shelter of the Elven
Clergy", :description "The clerics of Elventree have vowed to care
for the Cormanthor refugees. They will help you when they can, including providing
you and your companions with free healing and care at temples, shrines, and other
established presences in Elventree. They will also provide you (but only you) with
a poor lifestyle.\n\n[Note: This feature is a variant of the Acolyte feature.]"}]},
:gate-urchin {:key :gate-urchin, :name "Gate Urchin", :equipment {:clothes-common
1, :pouch 1}, :treasure {:gp 10}, :equipment-choices ({:name "Musical Instruments",
:options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes
1, :shawm 1, :lute 1, :lyre 1}}), :option-pack "Adventurers League - Rage of
Demons", :help "You grew up on the streets in the shadow of the Hillsfar Gate,
which houses both Red Plumes and Guild Mages. Though you may have moved on, you
still have friends among them, and that life has had a lasting impact on you.\
nFeature: Red Plume and Mage Guild Contacts", :profs {:skill {:deception
true, :sleight-of-hand true}, :tool-options {:musical-instrument 1}, :tool
{:thieves-tools true}}, :traits [{:name "Red Plume and Mage Guild
Contacts", :description "You made a number of friends among the Red Plumes and the
Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help
you in little ways when they can. You can invoke their assistance in and around
Hillsfar to obtain food, as well as simple equipment for temporary use. You can
also invoke it to gain access to the low-security areas of their garrisons, halls,
and encampments. [Note: This feature is a variant of the Soldier feature.]"} {:name
"Equipment", :description "You possess a battered alms box, and a cast-off military
jacket, cap, or scarf. Enter these manually as custom items."}]}, :hillsfar-
merchant-factor {:traits [{:description "Although you’ve left the day-to-day life
of a merchant behind, your family has assigned you the services of a loyal retainer
from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk.
This individual is a commoner who can perform mundane tasks for you such as making
purchases, delivering messages, and running errands. He or she will not fight for
you and will not follow you into obviously dangerous areas (such as dungeons), and
will leave if frequently endangered or abused. If he or she is killed, the family
assigns you another within a few days.\n\n[Note: This feature is a variant of the
Noble Knight's Retainers feature.]", :name "Factor"} {:name
"Equipment", :description "You possess a letter of introduction from your family's
trading house. Enter this manually as a custom item."}], :option-pack "Adventurers
League - Rage of Demons", :name "Hillsfar Merchant: Factor", :profs {:skill
{:insight true, :persuasion true}, :tool {:land-vehicles true, :water-vehicles
true}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 25},
:key :hillsfar-merchant-factor, :help "Before becoming an adventurer, you were a
successful merchant operating out Hillsfar, the City of Trade. Your family operated
warehouses, organized caravans, managed stores, or owned a ship and has trade
contacts throughout the Moonsea region, as well as up and down the length of the
Sword Coast.\nFeature: Factor"}, :hillsfar-merchant-trade-contact {:key :hillsfar-
merchant-trade-contact, :name "Hillsfar Merchant: Trade Contact", :equipment
{:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 25}, :equipment-choices
(), :option-pack "Adventurers League - Rage of Demons", :help "Before becoming an
adventurer, you were a successful merchant operating out Hillsfar, the City of
Trade. Your family operated warehouses, organized caravans, managed stores, or
owned a ship and has trade contacts throughout the Moonsea region, as well as up
and down the length of the Sword Coast.\nFeature: Trade Contact", :profs {:skill
{:insight true, :persuasion true}, :tool {:land-vehicles true, :water-vehicles
true}}, :traits [{:description "You and your family have trade contacts such as
caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea
region and all along the Sword Coast. Once per game session, when adventuring in
either of those areas, you can use those contacts to get information about the
local area or to pass a message to someone in those areas, even across the great
distance between the two areas.\n\n[Note: This feature is a variant of the Criminal
Contact and Researcher features.]", :name "Trade Contact"} {:description "You
possess a letter of introduction from your family's trading house. Enter this
manually as a custom item.", :name "Equipment"}]}, :hillsfar-smuggler {:traits
[{:name "Secret Passage", :description "You can call on your contacts within the
smuggling community to secure secret passage into or out of Hillsfar for yourself
and your adventuring companions, no questions asked, and no Red Plume
entanglements. Because you’re calling in a favor, you can’t be certain they will be
able to help on your timetable or at all. Your Dungeon Master will determine
whether you can be smuggled into or out of the city. In return for your passage,
you and your companions may owe the Rouges Guild a favor and/or may have to pay
bribes.\n\n[Note: This feature is a variant of the Sailor feature.]"}], :option-
pack "Adventurers League - Rage of Demons", :name "Hillsfar Smuggler", :profs
{:skill {:stealth true, :perception true}, :language-options {:choose 1, :options
{:any true}}, :tool {:forgery-kit true}}, :equipment {:clothes-common 1, :forgery-
kit 1, :pouch 1}, :treasure {:gp 5}, :key :hillsfar-smuggler, :help "You shepherd
illicit goods and non-humans into and out of Hillsfar by secret routes. You have
contacts in the smuggling community who can help you slip into and out of the city
unnoticed, for a price.\nFeature: Secret Passage"}, :secret-identity {:traits
[{:name "Secret Identity", :description "You have created a secret identity that
you use to conceal your true race and that offers a covering explanation for your
presence in Hillsfar. In addition, you can forge documents, including official
papers and personal letters, as long as you have seen an example of the kind of
document or the handwriting you are trying to copy.\n\n[Note: This feature is a
variant of the Charlatan feature.]"}], :option-pack "Adventurers League - Rage of
Demons", :name "Secret Identity", :profs {:skill {:deception true, :stealth
true}, :tool {:disguise-kit true, :forgery-kit true}}, :treasure {:gp
5}, :equipment {:clothes-common 1, :disguise-kit 1, :forgery-kit 1, :pouch 1}, :key
:secret-identity, :help "Even though you are a non-human, despite Hillsfar's Great
Law of Humanity, you continue to live in the City of Trade. You do so by
maintaining a secret identity, forging documents, and wearing a disguise. Few, if
any, know you aren't human.\nFeature: Secret Identity"}, :shade-fanatic {:traits
[{:name "Languages", :description "You can speak, read, and write Netherese. Select
this in the languages section."} {:name "Secret Society", :description "You have a
special way of communicating with others who feel the same way you do about the
Shade. When you enter a village or larger city you can identify contact who will
give you information on those that would hinder your goals and those would help you
simply because of your desire to see the Shade Enclave return in all its glory\n\
n[Note: This feature is a variant of the Criminal feature.]"} {:name
"Equipment", :description "You possess a transparent cylinder of shadow that has no
opening. Enter this manually as a custom item."}], :option-pack "Adventurers League
- Rage of Demons", :name "Shade Fanatic", :profs {:skill {:deception
true, :intimidation true}, :tool {:forgery-kit true}, :language-options {:choose 1,
:options {:any true}}}, :equipment {:signet-ring 1, :forgery-kit 1, :clothes-fine
1}, :treasure {:gp 15}, :key :shade-fanatic, :help "You grew up at a time when the
wizards of Netheril were at war with the elves of Cormanthor. You remain loyal to
Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and
the areas surrounding Hillsfar.\nFeature: Secret Society"}, :trade-sherrif {:traits
[{:name "Languages", :description "You can speak, read and write Elvish. Select
this in the languages section."} {:name "Investigative Services", :description "You
are part of a small force outside of Hillsfar. You have a special way of
communicating with others and they seem to be at ease around you. You can invoke
your rank to allow you access to a crime scene or to requisition equipment or
horses on a temporary basis. When you enter a town or village around Hillsfar you
can identify a contact who will give you information on the local rumors and would
help you simply because of your desire to get answers and information for anyone
wanting to disrupt trade. [Note: This feature is a variant of the soldier
feature.]"} {:name "Equipment", :description "You possess a gray cloak and a
Sheriff's insignia (badge). Enter these manually as custom items."}], :option-pack
"Adventurers League - Rage of Demons", :name "Trade Sherrif", :profs {:skill
{:persuasion true, :investigation true}, :tool {:thieves-tools true}, :language-
options {:choose 1, :options {:any true}}}, :equipment {:thieves-tools 1, :clothes-
fine 1}, :treasure {:gp 17}, :key :trade-sherrif, :help "You are one of the many
people that make sure the trade routes are clear at ALL times. You assure that the
Great Law of Trade is followed at all costs.\nFeature: Investigative Services"}}},
"UA - Subclasses Revisited" {:orcpub.dnd.e5/subclasses {:phantom
{:class :rogue, :traits [{:level 3, :description "Echoes of those who have died
begin to cling to you. Whenever you finish a short or long rest, you can gain one
skill or tool proficiency of your choice, as a ghostly presence shares its
knowledge with you. This proficiency lasts
until you use this feature again.", :name "Whispers of the Dead"} {:level
3, :description "As you nudge someone closer to the grave, you can cause deathly
wails to be heard near them. Immediately after you deal your Sneak Attack damage to
a creature on your turn, you can target a second creature that you can see within
30 feet of the first creature. Roll half the number of Sneak Attack dice for your
level (round up), and the second creature takes psychic damage equal to the roll's
total, as wails of the dead sound around them for a moment.\n 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.", :name "Wails of the Grave"} {:level 9,
:description "When a life ends in your presence, you're able to snatch a token from
the departing soul, a sliver of its life essence that takes physical form: as a
reaction when a creature you can see dies within 30 feet of you, you open your free
hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket's
form or has you roll on the Trinkets table in the Player's Handbook to determine
it.\n While the soul trinket is on your person, you have advantage on death
saving throws and Constitution saving throws, as your vitality is enhanced by the
life essence within the object.\n You can have a maximum number of soul trinkets
equal to your proficiency bonus, and you can't create one while at your
maximum.", :name "Tokens of the Departed", :type :reaction} {:description "As an
action, you can destroy one of your soul trinkets, no matter where it's located.
When you do so, you can ask the spirit associated with the trinket one question.
The spirit appears to you and answers in a language it knew in life. It's under no
obligation to be truthful, and it answers as concisely as possible, eager to be
free.", :level 9, :type :action, :name "Tokens of the Departed, continued"} {:level
13, :name "Ghost Walk", :description "You can now phase partially into the realm of
the dead, becoming like a ghost. As a bonus action, you assume a spectral form.
While in this form, you have a flying speed of 10 feet, you can hover, and attack
rolls have disadvantage against you. You can also move through creatures and
objects as if they were difficult terrain, but you take 1d10 force damage if you
end your turn inside a creature or an object.\n You stay in this form for 10
minutes or until you end it as a bonus action. To use this feature again, you must
finish a long rest or destroy one of your soul trinkets as part of the bonus action
you use to activate Ghost Walk.", :type :b-action} {:level 17, :name "Death Knell",
:description "When you use your Wails from the Grave feature, you can now deal the
psychic damage to both the first and the second creature."}], :level-modifiers
[], :option-pack "UA - Subclasses Revisited", :name
"Phantom", :key :phantom, :level-selections [{:type :whispers-of-the-dead, :level
3}]}, :the-genie-dao {:class :warlock, :traits [{:name "Genie's
Vessel", :description "Your patron gifts you a magical vessel that grants you a
measure of the genie's power. The vessel is a Tiny object, and you can use it as a
spellcasting focus for your warlock spells. You decide what the object is, or you
can determine what it is randomly by rolling on the Genie's Vessel table.\n\
nGENIE'S VESSEL\n1d6 Vessel\n 1 Oil
lamp\n 2 Urn\n 3 Ring with a compartment\n 4
Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra bludgeoning damage to the target equal to your proficiency bonus. The type of
this damage is determined by your patron.", :name "Genie's Vessel: Genie's Wrath"}
{:level 6, :description "You begin to take on characteristics of your patron's
kind. You now have resistance to bludgeoning damage.\n In addition, as a bonus
action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes,
during which you can hover. You can use this bonus action a number of times equal
to your proficiency bonus, and you regain all expended uses when you finish a long
rest.", :name "Elemental Gift", :type :b-action} {:level 10, :description "When you
enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to
five willing creatures that you can see within 30 feet of you, and the chosen
creatures are drawn into the vessel with you.\n As a bonus action, you can eject
any number of creatures from the vessel, and everyone is ejected if you leave or
the vessel is destroyed.\n In addition, anyone (including you) who remains within
the vessel for at least 10 minutes gains the benefit of finishing a short rest, and
anyone can add your proficiency bonus to the number of hit points they regain if
they spend any Hit Dice as part of a short rest there.", :name "Sanctuary
Vessel", :type :b-action} {:level 14, :description "You entreat your patron to
grant you a small wish. As an action, you can speak your desire to your Genie's
Vessel, requesting the effect of one spell that is 6th level or lower and has a
casting time of 1 action. The spell can be from any class's spell list, and you
don't need to meet the requirements in that spell, including costly components; the
spell simply takes effect as part of this action.\n Once you use this feature,
you can't use it again until you finish 1d4 long rests.", :name "Limited
Wish", :type :action}], :level-modifiers [{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :bludgeoning}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Dao", :warlock-spells {1 {0 :detect-evil-and-good,
1 :sanctuary}, 2 {0 :phantasmal-force, 1 :spike-growth}, 3 {0 :create-food-and-
water, 1 :meld-into-stone}, 4 {0 :phantasmal-killer, 1 :stone-shape}, 5
{0 :creation, 1 :wall-of-stone}}, :key :the-genie-dao}, :the-genie-djinni
{:class :warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts
you a magical vessel that grants you a measure of the genie's power. The vessel is
a Tiny object, and you can use it as a spellcasting focus for your warlock spells.
You decide what the object is, or you can determine what it is randomly by rolling
on the Genie's Vessel table.\n\nGENIE'S VESSEL\n1d6 Vessel\n 1
Oil lamp\n 2 Urn\n 3 Ring with a compartment\n
4 Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish
a long rest.", :name "Genie's Vessel: Bottled Respite", :type :action}
{:description "Once during each of your turns when you hit with an attack roll, you
can deal extra thunder damage to the target equal to your proficiency
bonus.", :name "Genie's Vessel: Genie's Wrath"} {:level 6, :description "You begin
to take on characteristics of your patron's kind. You now have resistance to
thunder damage.\n In addition, as a bonus action, you can give yourself a flying
speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use
this bonus action a number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.", :name "Elemental Gift", :type :b-
action} {:level 10, :description "When you enter your Genie's Vessel via the
Bottled Respite feature, you can now choose up to five willing creatures that you
can see within 30 feet of you, and the chosen creatures are drawn into the vessel
with you.\n As a bonus action, you can eject any number of creatures from the
vessel, and everyone is ejected if you leave or the vessel is destroyed.\n In
addition, anyone (including you) who remains within the vessel for at least 10
minutes gains the benefit of finishing a short rest, and anyone can add your
proficiency bonus to the number of hit points they regain if they spend any Hit
Dice as part of a short rest there.", :name "Sanctuary Vessel", :type :b-action}
{:level 14, :description "You entreat your patron to grant you a small wish. As an
action, you can speak your desire to your Genie's Vessel, requesting the effect of
one spell that is 6th level or lower and has a casting time of 1 action. The spell
can be from any class's spell list, and you don't need to meet the requirements in
that spell, including costly components; the spell simply takes effect as part of
this action.\n Once you use this feature, you can't use it again until you finish
1d4 long rests.", :name "Limited Wish", :type :action}], :level-modifiers
[{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :thunder}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Djinni", :warlock-spells {1 {0 :detect-evil-and-good,
1 :thunderwave}, 2 {0 :phantasmal-force, 1 :gust-of-wind}, 3 {0 :create-food-and-
water, 1 :wind-wall}, 4 {0 :phantasmal-killer, 1 :greater-invisibility}, 5
{0 :creation, 1 :seeming}}, :key :the-genie-djinni}, :the-genie-efreeti
{:class :warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts
you a magical vessel that grants you a measure of the genie's power. The vessel is
a Tiny object, and you can use it as a spellcasting focus for your warlock spells.
You decide what the object is, or you can determine what it is randomly by rolling
on the Genie's Vessel table.\n\nGENIE'S VESSEL\n1d6 Vessel\n 1
Oil lamp\n 2 Urn\n 3 Ring with a compartment\n
4 Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra fire damage to the target equal to your proficiency bonus.", :name "Genie's
Vessel: Genie's Wrath"} {:level 6, :description "You begin to take on
characteristics of your patron's kind. You now have resistance to fire damage.\n
In addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.", :name "Elemental Gift", :type :b-
action} {:level 10, :description "When you enter your Genie's Vessel via the
Bottled Respite feature, you can now choose up to five willing creatures that you
can see within 30 feet of you, and the chosen creatures are drawn into the vessel
with you.\n As a bonus action, you can eject any number of creatures from the
vessel, and everyone is ejected if you leave or the vessel is destroyed.\n In
addition, anyone (including you) who remains within the vessel for at least 10
minutes gains the benefit of finishing a short rest, and anyone can add your
proficiency bonus to the number of hit points they regain if they spend any Hit
Dice as part of a short rest there.", :name "Sanctuary Vessel", :type :b-action}
{:level 14, :description "You entreat your patron to grant you a small wish. As an
action, you can speak your desire to your Genie's Vessel, requesting the effect of
one spell that is 6th level or lower and has a casting time of 1 action. The spell
can be from any class's spell list, and you don't need to meet the requirements in
that spell, including costly components; the spell simply takes effect as part of
this action.\n Once you use this feature, you can't use it again until you finish
1d4 long rests.", :name "Limited Wish", :type :action}], :level-modifiers
[{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :fire}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Efreeti", :warlock-spells {1 {0 :detect-evil-and-
good, 1 :burning-hands}, 2 {0 :phantasmal-force, 1 :scorching-ray}, 3 {0 :create-
food-and-water, 1 :fireball}, 4 {0 :phantasmal-killer, 1 :fire-shield}, 5
{0 :creation, 1 :flame-strike}}, :key :the-genie-efreeti}, :the-genie-marid {:class
:warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts you a
magical vessel that grants you a measure of the genie's power. The vessel is a Tiny
object, and you can use it as a spellcasting focus for your warlock spells. You
decide what the object is, or you can determine what it is randomly by rolling on
the Genie's Vessel table.\n\nGENIE'S VESSEL\n1d6 Vessel\n 1
Oil lamp\n 2 Urn\n 3 Ring with a compartment\n
4 Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra cold damage to the target equal to your proficiency bonus.", :name "Genie's
Vessel: Genie's Wrath"} {:level 6, :description "You begin to take on
characteristics of your patron's kind. You now have resistance to cold damage.\n
In addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a
number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.", :name "Elemental Gift", :type :b-action} {:level 10,
:description "When you enter your Genie's Vessel via the Bottled Respite feature,
you can now choose up to five willing creatures that you can see within 30 feet of
you, and the chosen creatures are drawn into the vessel with you.\n As a bonus
action, you can eject any number of creatures from the vessel, and everyone is
ejected if you leave or the vessel is destroyed.\n In addition, anyone (including
you) who remains within the vessel for at least 10 minutes gains the benefit of
finishing a short rest, and anyone can add your proficiency bonus to the number of
hit points they regain if they spend any Hit Dice as part of a short rest
there.", :name "Sanctuary Vessel", :type :b-action} {:level 14, :description "You
entreat your patron to grant you a small wish. As an action, you can speak your
desire to your Genie's Vessel, requesting the effect of one spell that is 6th level
or lower and has a casting time of 1 action. The spell can be from any class's
spell list, and you don't need to meet the requirements in that spell, including
costly components; the spell simply takes effect as part of this action.\n Once
you use this feature, you can't use it again until you finish 1d4 long
rests.", :name "Limited Wish", :type :action}], :level-modifiers
[{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :cold}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Marid", :warlock-spells {1 {0 :detect-evil-and-good,
1 :fog-cloud}, 2 {0 :phantasmal-force, 1 :blur}, 3 {0 :create-food-and-water,
1 :sleet-storm}, 4 {0 :phantasmal-killer, 1 :control-water}, 5 {0 :creation,
1 :cone-of-cold}}, :key :the-genie-marid}, :order-of-scribes
{:class :wizard, :traits [{:level 2, :description "As a bonus action, you can
magically create a Tiny quill in your free hand. The magic quill has the following
properties:\n • The quill doesn't require ink. When you write with it, it
produces ink in a color of your choice on the writing surface.\n • The gold and
time you must spend to copy a spell into your spellbook are halved if you use the
quill for the transcription.\n • You can erase anything you write with the quill
if you wave the feather over the text as a bonus action, provided the text is
within 5 feet of you.\n This quill disappears if you create another one or if you
die.", :name "Wizardly Quill", :type :b-action} {:level 2, :name "Awakened
Spellbook", :description "Using specially prepared inks and ancient incantations
passed down by your wizardly order, you have awakened an arcane sentience within
your spellbook.\n While you are holding the book, it grants you the following
benefits:\n • You can use the book as a spellcasting focus for your wizard
spells.\n • When you cast a wizard spell with a spell slot, you can temporarily
replace its damage type with the damage type of another spell in your spellbook, as
your spellbook magically alters the spell's formula for this casting.\n • When
you cast a wizard spell as a ritual, you can use the spell's normal casting time,
rather than adding 10 minutes to it.\n Once you use this benefit, you can't do so
again until you finish a long rest.\n If necessary, you can replace the book over
the course of a short rest by using your Wizardly Quill to write arcane sigils in a
blank book or a magic spellbook to which you're attuned. At the end of the rest,
your spellbook's consciousness is summoned into the new book, which the
consciousness transforms into your spellbook, along with all its spells. If the
previous book still existed somewhere, all the spells vanish from its pages."}
{:name "Master Scrivener", :description "Whenever you finish a long rest, you can
create one magic scroll by touching your Wizardly Quill to a blank piece of paper
or parchment and causing one spell from your Awakened Spellbook to be copied onto
the scroll. The spellbook must be within 5 feet of you when you make the scroll.\n
The chosen spell must be of 1st or 2nd level and must have a casting time of 1
action. Once in the scroll, the spell's power is enhanced, counting as one level
higher than normal. You can cast the spell from the scroll by reading it as an
action. The scroll is unintelligible to anyone else, and the spell vanishes from
the scroll when you cast it or when you finish your next long rest.\n You are
also adept at crafting spell scrolls, which are described in chapter 7 of the
Dungeon Master's Guide. The gold and time you must spend to make such a scroll are
halved if you use your Wizardly Quill.", :level 6} {:name "Manifest Mind", :level
10, :description "You are now able to conjure forth the mind of your Awakened
Spellbook. As a bonus action while the book is on your person, you can cause the
mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of
your choice within 60 feet of you. This presence is intangible and doesn't occupy
its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly
tome, a cascade of text, or a scholar from the past (your choice). The spectral
mind has a number of hit points equal to your wizard level plus your Intelligence
modifier, and it uses your Armor Class and saving throw modifiers.\n While
manifested, the spectral mind can hear and see, and it has darkvision with a range
of 60 feet. As an action, you can hear and see using the its senses, instead of
your own, until your concentration ends (as if concentrating on a spell).\n
Whenever you cast a wizard spell on your turn, you can cast it as if you were in
the spectral mind's space, instead of your own, using its senses. You can do so a
number of times per day equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.\n As a bonus action, you can cause the
spectral mind to hover up to 30 feet to an unoccupied space that you or it can see.
It can pass through creatures but not objects. The spectral mind stops manifesting
if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you
die, or if you dismiss it as a bonus action.", :type :b-action} {:name "One with
the Word", :level 14, :description "Your connection to your Awakened Spellbook has
become so profound that your soul has become entwined with it. While you are
holding the book and its spectral mind is manifest, you can take an action to cause
the two of you to teleport, swapping places. You can teleport in this way a number
of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.\n Moreover, if you die but at least one spell remains in your
Awakened Spellbook, you canreturn to life 1 minute later within 5 feet of the book.
You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice
that have a combined spell level equal to that roll or higher. For example, if the
roll's total is 9, spells vanish from the book that have a combined level of at
least 9, which could mean one 9th-level spell, three 3rd-level spells, or some
other combination.\n Thereafter, you are incapable of casting the lost spells,
even if you find them on a scroll or in another spellbook. The only way to restore
your ability to cast one of the lost spells is through the wish spell, which can
restore one spell to the book per casting.", :type :action}], :level-modifiers
[], :option-pack "UA - Subclasses Revisited", :name "Order of
Scribes", :key :order-of-scribes}}, :orcpub.dnd.e5/selections {:whispers-of-the-
dead {:options [{:name "Skill: Athletics", :description "You have proficiency in
the Athletics skill."} {:description "You have proficiency in the Acrobatics
skill.", :name "Skill: Acrobatics"} {:description "You have proficiency in the
Sleight of Hand skill.", :name "Skill: Sleight of Hand"} {:description "You have
proficiency in the Stealth skill.", :name "Skill: Stealth"} {:description "You have
proficiency in the Arcana skill.", :name "Skill: Arcana"} {:description "You have
proficiency in the History skill.", :name "Skill: History"} {:description "You have
proficiency in the Investigation skill.", :name "Skill: Investigation"}
{:description "You have proficiency in the Nature skill.", :name "Skill: Nature"}
{:description "You have proficiency in the Religion skill.", :name "Skill:
Religion"} {:description "You have proficiency in the Animal Handling
skill.", :name "Skill: Animal Handling"} {:description "You have proficiency in the
Insight skill.", :name "Skill: Insight"} {:description "You have proficiency in the
Medicine skill.", :name "Skill: Medicine"} {:description "You have proficiency in
the Perception skill.", :name "Skill: Perception"} {:description "You have
proficiency in the Survival skill.", :name "Skill: Survival"} {:description "You
have proficiency in the Deception skill.", :name "Skill: Deception"} {:description
"You have proficiency in the Intimidation skill.", :name "Skill: Intimidation"}
{:name "Skill: Performance", :description "You have proficiency in the Performance
skill."} {:name "Skill: Persuasion", :description "You have proficiency in the
Persuasion skill."} {:description "You gain proficiency with Alchemist's
supplies.", :name "Artisans Tools: Alchemist's supplies"} {:description "You gain
proficiency with Brewer's supplies.", :name "Artisans Tools: Brewer's supplies"}
{:description "You gain proficiency with Calligrapher's supplies.", :name "Artisans
Tools: Calligrapher's supplies"} {:name "Artisans Tools: Carpenter's
tools", :description "You gain proficiency with Carpenter's tools."} {:name
"Artisans Tools: Cartographer's tools", :description "You gain proficiency with
Cartographer's tools."} {:name
"Artisans Tools: Cobbler's tools", :description "You gain proficiency with
Cobbler's tools."} {:description "You gain proficiency with Cook's
utensils.", :name "Artisans Tools: Cook's utensils"} {:name "Artisans Tools:
Glassblower's tools", :description "You gain proficiency with Glassblower's
tools."} {:name "Artisans Tools: Jeweler's tools", :description "You gain
proficiency with Jeweler's tools."} {:name "Artisans Tools: Leatherworker's tools",
:description "You gain proficiency with Leatherworker's tools."} {:name "Artisans
Tools: Mason's tools", :description "You gain proficiency with Mason's tools."}
{:name "Artisans Tools: Painter's supplies", :description "You gain proficiency
with Painter's supplies."} {:name "Artisans Tools: Potter's tools", :description
"You gain proficiency with Potter's tools."} {:name "Artisans Tools: Smith's
tools", :description "You gain proficiency with Smith's tools."} {:name "Artisans
Tools: Tinker's tools", :description "You gain proficiency with Tinker's tools."}
{:name "Artisans Tools: Weaver's tools", :description "You gain proficiency with
Weaver's tools."} {:name "Artisans Tools: Woodcarver's tools", :description "You
gain proficiency with Woodcarver's tools."} {:name "Other Tools: Disguise
kit", :description "You gain proficiency with Disguise kits."} {:name "Other Tools:
Forgery kit", :description "You gain proficiency with Forgery kits,"} {:name
"Gaming Set: Dice set", :description "You gain proficiency with Dice sets."} {:name
"Gaming Set: Dragonchess set", :description "You gain proficiency with Dragonchess
sets."} {:name "Gaming Set: Playing card set", :description "You gain proficiency
with Playing card sets."} {:name "Gaming Set: Three-Dragon Ante set", :description
"You gain proficiency with Three-Dragon Ante sets."} {:name "Other Tools: Herbalism
kit", :description "You gain proficiency with Herbalism kits."} {:name "Musical
Instrument: Bagpipes", :description "You gain proficiency with Bagpipes."} {:name
"Musical Instrument: Drum", :description "You gain proficiency with Drums."} {:name
"Musical Instrument: Dulcimer", :description "You gain proficiency with
Dulcimers."} {:name "Musical Instrument: Flute", :description "You gain proficiency
with Flutes."} {:name "Musical Instrument: Lute", :description "You gain
proficiency with Lutes."} {:name "Musical Instrument: Lyre", :description "You gain
proficiency with Lyres."} {:name "Musical Instrument: Horn", :description "You gain
proficiency with Horns."} {:name "Musical Instrument: Pan flute", :description "You
gain proficiency with Pan flutes."} {:name "Musical Instrument:
Shawm", :description "You gain proficiency with Shawms."} {:name "Musical
Instrument: Viol", :description "You gain proficiency with Viols."} {:description
"You gain proficiency with Navigator's tools.", :name "Other Tools: Navigator's
tools"} {:name "Other Tools: Poisoner's kit", :description "You gain proficiency
with Poisoner's kits."} {:name "Other Tools: Thieves' tools", :description "You
gain proficiency with Thieves' tools."} {:name "Other Tools: Vehicles
(land)", :description "You gain proficiency with Vehicles (land)."} {:name "Other
Tools: Vehicles (water)", :description "You gain proficiency with Vehicles
(water)."} {:name "Other Tools: Vehicles (air)", :description "You gain proficiency
with Vehicles (air)."}], :option-pack "UA - Subclasses Revisited", :name "Whispers
of the Dead", :key :whispers-of-the-dead}}}, "UA - Barbarian and Monk"
{:orcpub.dnd.e5/subclasses {:path-of-the-wild-soul {:class :barbarian, :traits
[{:name "Lingering Magic", :level 3, :description "Your body reacts to the presence
of magic. You can cast the Detect Magic spell without using a spell slot or
components. Constitution is your spellcasting ability for this spell. You faintly
glow a color corresponding to the school of magic you detect (you choose the
colors).\n You can use this feature a number of times equal to your Constitution
modifier (minimum of once). You regain all expended uses when you finish a long
rest."} {:name "Wild Surge", :level 3, :description "Magic erupts from you as you
rage. When you enter your rage, roll a d8 on the Wild Surge table to determine the
magical effect produced.\n If the wild surge requires a saving throw, the DC
equals 8 + your proficiency bonus + your Constitution modifier.\n\n1. Necrotic
energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic
damage, and you gain temporary hit points equal to the sum of the necrotic damage
dealt to the creatures.\n2. You teleport up to 20 feet to an unoccupied space you
can see. Until your rage ends, you can activate this effect again on each of your
turns as a bonus action.\n3. You conjure 1d4 intangible spirits that look like
flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies
30 feet in a random direction. At the end of your turn, all spirits explode and
each creature within 5 feet of one or more of them must succeed on a Dexterity
saving throw or take 2d8 force damage.\n4. Arcane energy enshrouds you. Until your
rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you
hits you with an attack, that creature takes force damage equal to your
Constitution modifier.\n5. Plant life temporarily grows around you: until your rage
ends, the ground within 10 feet of you is difficult terrain.\n6. Arcane energy taps
into the minds of those around you. Each creature within 30 feet of you must
succeed on a Wisdom saving throw or you see a glimpse of the creature's thoughts,
learning how it plans to attack you. As a result, the creature has disadvantage on
attack rolls against you until the start of your next turn.\n7. Shadows weave
around a weapon of your choice you are holding. Until your rage ends, your weapon
deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and
it gains the light and thrown properties with a normal range of 20 feet and a long
range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and
reappears in your hand at the end of your turn.\n8. A beam of brilliant light
lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the
line must succeed on a Constitution saving throw or take 2d8 radiant damage and be
blinded until the start of your next turn."} {:name "Magic Reserves", :level
6, :description "You can channel the magic surging inside you into other creatures.
As an action, you can touch a creature and roll a d4. The creature recovers an
expended spell slot of a level equal to the number rolled. If the creature you
touch can't recover a spell slot of that level, the creature instead gains
temporary hit points equal to five times the number rolled.\n You take force
damage equal to five times the number rolled.\n When you reach 14th level in this
class, you increase the die to a d6."} {:name "Arcane Rebuke", :level
10, :description "The magic crackling within your soul lashes out. When a creature
forces you to make a saving throw while you are raging, you can use your reaction
to deal 3d6 force damage to that creature."} {:level 14, :name "Chaotic
Fury", :description "You become a wellspring of wild magic while you are raging. As
a bonus action, you can reroll on the Wild Surge table, replacing your current
effect with the new one."}], :level-modifiers [{:type :spell, :value {:level
1, :key :detect-magic, :ability :orcpub.dnd.e5.character/con}, :level 3}], :name
"Path of the Wild Soul", :option-pack "UA - Barbarian and Monk", :key :path-of-the-
wild-soul}, :way-of-the-astral-self {:class :monk, :traits [{:name "Arms of the
Astral Self", :level 3, :description "Your mastery of your ki allows you to summon
a portion of your astral self. On your turn, you can spend 2 ki points as a bonus
action to summon the arms of your astral self for 10 minutes. These spectral arms
hover near your shoulders. You determine the arms' appearance based on the
qualities of your character.\nWhile your astral arms are summoned, you gain the
following benefits: \n • You can use your Wisdom modifier in place of your
Strength modifier when making Strength checks and Strength saving throws.\n • The
arms are monk weapons and have a reach of 10 feet. The arms deal radiant or
necrotic damage (your choice). When you attack with the arms, you can use your
Wisdom modifier instead of your Strength or Dexterity modifier for the attack and
damage rolls.\n • Immediately after you use the Attack action with your astral
arms on your turn, you can make one extra attack with your astral arms as a bonus
action. The number of extra attacks increases when you reach certain levels in this
class, increasing to two at 11th level and three at 17th level."} {:name "Visage of
the Astral Self", :level 6, :description "You can summon the visage of your astral
self. On your turn, you can spend 1 ki point as a bonus action, or as part of
summoning your astral arms, to summon this visage for 10 minutes. The spectral
visage covers your face like a helmet or mask. You determine its appearance based
on the qualities of your character.\n While your visage is summoned, you gain the
following benefits.\n\nWisdom of the Spirit. You have advantage on Wisdom (Insight)
and Charisma (Intimidation) checks.\n\nAstral Sight. You can see normally in
darkness, both magical and nonmagical, to a distance of 120 feet."} {:level
11, :name "Awakening of the Astral Self", :description "You tap into the greater
power of your astral self. While you have both your astral arms and visage
summoned, you gain the following benefits.\n\nDeflect Energy. When you take acid,
cold, fire, lightning, or force damage, you can use your reaction to deflect it.
When you do so, the damage you take is reduce by 1d10 + your Wisdom modifier + your
monk level.\n\nEmpowered Arms. Once on each of your turns when you
hit a target with your astral arms, you can deal extra damage to the target equal
to your Martial Arts die.\n\nWord of the Spirit. When you speak through your
visage, you can direct your words to a creature of your choice that you can see
within 30 feet of you, making it so only that creature can hear you. Alternatively,
you can amplify your voice so that all creatures within 600 feet can hear you."}
{:level 17, :name "Complete Astral Self", :description "Your connection to your
astral self is complete, allowing you to summon it entirely. On your turn, you can
spend 10 ki points as a bonus action to summon the arms, visage, and body of your
astral self for 10 minutes. This spectral body covers your physical form like a
suit of armor, connecting with the arms and visage. You determine its appearance
based on the qualities of your character.\nWhile your astral self is summoned, you
gain the following benefits.\n\nArmor of the Spirit. You gain a +2 bonus to AC
while you aren't incapacitated.\n\nAstral Barrage. Whenever you use the Extra
Attack feature to attack twice, you can instead attack three times using your
astral arms.\n\nKi Consumption. When a creature within 10 feet of you is reduced to
0 hit points, you can use your reaction to regain ki points equal to your Wisdom
modifier (minimum 1)."}], :level-modifiers [], :option-pack "UA - Barbarian and
Monk", :name "Way of the Astral Self", :key :way-of-the-astral-self}}}, "UA -
Eladrin and Gith" {:orcpub.dnd.e5/languages {:gith {:key :gith, :name
"Gith", :option-pack "UA - Eladrin and Gith", :description "You can speak, read,
and write Gith."}}, :orcpub.dnd.e5/races {:gith {:abilities
{:orcpub.dnd.e5.character/int 1}, :key :gith, :languages #{"Common" "Gith"}, :name
"Gith", :option-pack "UA - Eladrin and Gith", :size :medium, :speed 30, :traits
[]}}, :orcpub.dnd.e5/subraces {:eladrin-cha- {:abilities
{:orcpub.dnd.e5.character/int 1}, :key :eladrin-cha-, :name "Eladrin
(Cha)", :option-pack "UA - Eladrin and Gith", :props {:weapon-prof {:longbow
true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells
[{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You
can cast the misty step spell once using this trait. You regain the ability to do
so when you finish a short or long rest.", :name "Fey Step"} {:description "At the
end of a short or long rest, you can change what racial cantrip you have access to.
You can only have access to a single cantrip at a time.\nSHIFTING SEASONS CANTRIPS:
Autumn-Friends; Winter-Chill Touch; Spring-Minor Illusion; Summer-Firebolt", :name
"Shifting Seasons"}]}, :eladrin-int- {:abilities {:orcpub.dnd.e5.character/int
1}, :key :eladrin-int-, :name "Eladrin (Int)", :option-pack "UA - Eladrin and
Gith", :props {:weapon-prof {:longbow true, :longsword true, :shortbow
true, :shortsword true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-
step, :level 2}}], :traits [{:description "You can cast the misty step spell once
using this trait. You regain the ability to do so when you finish a short or long
rest.", :name "Fey Step"} {:description "At the end of a short or long rest, you
can change what racial cantrip you have access to. You can only have access to a
single cantrip at a time.\nSHIFTING SEASONS CANTRIPS: Autumn-Friends; Winter-Chill
Touch; Spring-Minor Illusion; Summer-Firebolt", :name "Shifting
Seasons"}]}, :githyanki {:abilities {:orcpub.dnd.e5.character/str
2}, :key :githyanki, :name "Githyanki", :option-pack "UA - Eladrin and
Gith", :props {:armor-prof {:light true, :medium true}, :language {:common
false, :gith false}}, :race :gith, :spells [{:level 1, :value
{:ability :int, :key :mage-hand}} {:level 3, :value
{:ability :int, :key :jump, :level 1}} {:level 5, :value
{:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You learn
one language of your choice, and you are proficient with one skill or tool of\tyour
choice. In\tthe timeless city of Tu'narath, githyanki have bountiful time to master
odd bits of knowledge.", :name "Decadent Mastery"}]}, :githzerai {:abilities
{:orcpub.dnd.e5.character/wis 2}, :key :githzerai, :name "Githzerai", :option-pack
"UA - Eladrin and Gith", :race :gith, :spells [{:value {:ability :wis, :key :mage-
hand}} {:level 3, :value {:ability :wis, :key :shield, :level 1}} {:level 5, :value
{:ability :wis, :key :detect-thoughts, :level 2}}], :traits [{:description "You
gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't
using a shield.", :name "Monastic Training"}]}}}, "UA - Subclasses, Part 1"
{:orcpub.dnd.e5/subclasses {:path-of-the-beast {:class :barbarian, :traits [{:name
"Form of the Beast", :level 3, :description "When you enter your rage, you can
transform, revealing the bestial power within you. Until your rage ends, you
manifest a natural melee weapon, choosing one of the following options each time
you rage:\n • Bite. Your mouth transforms into a bestial snout or great mandibles
(your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your
turns when you damage a creature with your bite, you regain a number of hit points
equal to your Constitution modifier (minimum of 1 hit point).\n • Claws. Your
hands transform into claws, which deal 1d6 slashing damage on a hit. When you take
the Attack action on your turn and make an attack with your claws, you can make one
additional attack using your claws as part of the same action.\n • Tail. You grow
a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach
property."} {:name "Bestial Soul", :level 6, :description "The feral spirit within
you grows in power, causing 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.\n You can also call on the feral spirit to help you adapt to
your surroundings. When you finish a short or long rest, choose one of the
following benefits, which lasts until you finish a short or long rest:\n • You
gain a swimming speed equal to your walking speed, and you can breathe underwater.\
n • You gain a climbing speed equal to your walking speed, and you can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check.\n • When you jump, you can make a Strength (Athletics) check and
extend your jump by a number of feet equal to the check's total. You can make this
special check only once per turn."} {:level 10, :name "Infectious
Fury", :description "When you hit a creature with your natural weapons while you
are raging, the spirit 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):\n •
The target must use its reaction to make a melee attack against another creature of
your choice that you can see.\n • Target takes 2d12 psychic damage.\n You can
use this feature a number of times equal to your Constitution modifier (a minimum
of once). You regain all expended uses when you finish a long rest."} {:name "Call
the Hunt", :level 14, :description "The beast within grows so powerful that you can
spread its ferocity to your allies. When you enter your rage, you can choose a
number of willing creatures you can see within 30 feet of you equal to your
Constitution modifier (minimum of one creature). Until your rage ends, the chosen
creatures gain the Reckless Attack feature and you have advantage on saving throws
against being frightened. You also gain 5 temporary hit points for each creature
that accepts the benefit.\n You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You regain all expended uses when
you finish a long rest."}], :level-modifiers [], :option-pack "UA - Subclasses,
Part 1", :name "Path of the Beast", :key :path-of-the-beast}, :way-of-mercy {:class
:monk, :traits [{:name "Implements of Mercy", :description "You gain proficiency in
the Insight or Medicine skill (your choice), and you gain proficiency with the
herbalism kit and the poisoner's kit.", :level 3} {:name "Hands of Healing", :level
3, :description "Your mystical touch can mend wounds. As an action, you can spend 1
ki point to touch a creature and restore a number of hit points equal to a roll of
your Martial Arts die + your Wisdom modifier.\n When you use your Flurry of
Blows, you can replace one of the unarmed strikes with a use of this feature
without spending its ki cost."} {:name "Hands of Harm", :description "You use your
ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend
1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts
die. If the creature is incapacitated or poisoned, the creature instead takes
necrotic damage equal to three rolls of your Martial Arts die instead. You can use
this feature only once on each of your turns.", :level 3} {:name "Noxious
Aura", :level 6, :description "As a bonus action, you spend 1 ki point to turn your
ki into an aura of toxic miasma. The aura extends 5 feet from you in every
direction, but not through total cover. It lasts for 1 minute, until you're
incapacitated, or you dismiss it (no action required).\n While your aura is
active, ranged attacks have disadvantage against you. Any other creature that
starts its turn in the aura must succeed on a Constitution saving throw or become
poisoned until the end of your next turn and take poison damage equal to your
Wisdom modifier (minimum of 0 damage)."} {:level 11, :name "Healing
Technique", :description "Your skill in manipulating your ki to heal increases.
When you restore hit points to a creature using your Hands of Healing, you can also
end one disease or a condition from the following list affecting
the target: blinded, deafened, paralyzed, or poisoned."} {:level 17, :name "Hand
of Mercy", :description "Your mastery of life energy opens the door to the ultimate
respite technique. As an action, you can touch a creature, expend 4 ki points, and
force the creature to make a Constitution saving throw(a creature can willingly
fail this save). Unless the save succeeds, the creature enters a state of suspended
animation for a number of days equal to your monk level or until you end the effect
early (no action required). During this time, the creature is paralyzed, has
immunity to all damage, and any curse, disease, or poison affecting it is
suspended. The creature appears dead to all outward inspection and to spells used
to determine the creature's status.\n You can have only one creature under the
effect of this feature at a time."}], :level-modifiers [{:type :tool-
prof, :value :herbalism-kit, :level 3} {:type :tool-prof, :value :poisoners-
tools, :level 3}], :option-pack "UA - Subclasses, Part 1", :name "Way of
Mercy", :key :way-of-mercy, :profs {:skill-options {:choose 1, :options {:insight
true, :medicine true}}}}, :oath-of-the-watchers {:class :paladin, :traits [{:name
"Channel Divinity", :level 3, :description "You gain the following Channel Divinity
options. See the Sacred Oath class feature for how Channel Divinity works.\n
Watcher's Will. You can use your Channel Divinity to invest your presence with the
warding power of your faith. As an action, you can choose a number of creatures you
can see within 30 feet of you, up to a number equal to your Charisma modifier
(minimum of one creature). For 1 minute, all the chosen creatures have advantage on
Intelligence, Wisdom, and Charisma saving throws.\n Abjure the Extraplanar. You
can use your Channel Divinity to castigate unworldly beings. As an action, you
present your holy symbol and each elemental, fey, fiend, or aberration within 30
feet 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.\n A turned creature
must spend its turns trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. For its action, it can use only
the Dash action or try to escape from an effect that prevents it from moving. If
there's nowhere to move, the creature can use the Dodge action."} {:level
7, :description "You emit an aura of alertness while you aren't incapacitated. When
you and any creature of your choice within 10 feet of you rolls initiative, you
each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).\n
At 18th level, the range of this aura increases to 30 feet.", :name "Aura of the
Sentinel"} {:level 15, :name "Vigilant Rebuke", :description "You've learned how to
magically chastise anyone who dares cast unwanted spells at you and your wards.
Whenever you or a creature you can see within 30 feet of you succeeds on a saving
throw against a spell, you can use your reaction to deal 2d8 + your Charisma
modifier force damage to the spellcaster."} {:name "Mortal Bulwark", :level
20, :description "You manifest a spark of your deity's power in defense of your
sacred oath. As a bonus action, you gain the following benefits for 1 minute:\n •
You gain truesight in a 120-foot radius.\n • You have advantage on attack rolls
against elementals, fey, fiends, and aberrations.\n • When you hit a creature
with an attack and deal damage to it, you can also force it to make a Charisma
saving throw. On a failed save, the creature is magically banished to its native
plane of existence if it's currently not there. On a successful save, the creature
can't be banished by this feature for 24 hours.\n Once you use this bonus action,
you can't use it again until you finish a long rest."}], :level-modifiers
[], :option-pack "UA - Subclasses, Part 1", :name "Oath of the Watchers", :paladin-
spells {1 {0 :alarm, 1 :chromatic-orb}, 2 {0 :augury, 1 :moonbeam}, 3
{0 :counterspell, 1 :nondetection}, 4 {0 :aura-of-purity, 1 :banishment}, 5
{0 :hold-monster, 1 :hallow}}, :key :oath-of-the-watchers}, :the-noble-genie
{:class :warlock, :traits [{:name "Collector's Vessel", :description "Your patron
gives you a magical vessel with which you can bind a creature to you and to your
patron's menagerie. The vessel is a Tiny object, and it is a spellcasting focus for
you. You decide what the object is, or you can determine what it is randomly by
rolling on the Collector's Vessel table.\n\nCollector's Vessel\nd6 Vessel\n1
Oil lamp\n2 Urn\n3 Ring with a compartment\n4 Stoppered bottle\n5
Hollow statuette \n6 Ornate lantern\n\n If you lose your vessel, you can
perform a 1-hour ceremony to receive a replacement from your patron. This ceremony
can be performed during a short or long rest, and it destroys the previous vessel.
The vessel vanishes in a flare of elemental power when you die.\n As an action
while you are holding the vessel, you target a willing creature you can see within
100 feet of you and create a tether of wispy elemental material that links the
target to you. The tether lasts for 1 hour, until you use this feature to create
another tether, until the bound target is reduced to 0 hit points, or until the
target ends its turn more than 100 feet from you.\n While you are tethered to a
creature, you gain the following benefits:\n • You gain a bonus to your Wisdom
(Perception) checks equal to your Charisma modifier (minimum of +1).\n • When you
can cast a spell, you can deliver the spell from your space or the bound creature's
space.\n You can create the tether a number of times equal to your Charisma
modifier (minimum of once), and you regain all expended uses when you finish a long
rest."} {:name "Elemental Resistance", :level 6, :description "Your patron grants
you protection from an element. Whenever you finish a long rest, you gain
resistance to acid, cold, fire, or lightning damage (your choice) until the end of
your next long rest.\n While the tether of your Collector's Vessel is active, the
tethered creature gains resistance to the damage type you chose."} {:name
"Protective Wish", :level 10, :description "You're now able to use your Collector's
Vessel to wish for protection for yourself or your tethered creature. If you or the
tethered creature is hit by an attack, you can use your reaction to teleport,
swapping places with the creature and switching which one of you is hit by the
attack."} {:level 10, :name "Genie's Entertainment", :description "As an action,
you attempt to send a creature you can see within 90 feet to your patron's court.
The target must succeed on a Charisma saving throw against your warlock spell save
DC or be magically drawn into your vessel and teleported to your patron's court in
the Elemental Planes. While there, the target is stunned and your patron marvels at
the target with amusement but brings no harm to it. The target can repeat the
saving throw at the end of each of its turns, reappearing in the space it left or
in the nearest unoccupied space if that space is occupied on a success.\n Once
you use this feature, you can't use it again until you finish a long rest. If the
target remains in your patron's court for 1 minute, the genie sends the target back
at the end of its turn as if it successfully saved, and you regain the use of this
feature."} {:name "Collector's Call ", :level 14, :description "In exchange for
extending your patron's influence over the multiverse, you can call on more of
their power. As an action, you can implore your patron for aid by making a Charisma
(Persuasion) check against your warlock spell save DC. If the check succeeds, you
can choose one of the following effects:\n • A creature you can see within 60
feet of you regains 8d6 hit points and ends one disease or condition afflicting it:
blinded, charmed, deafened, frightened, paralyzed, or poisoned.\n • A creature
you can see within 60 feet of you has disadvantage on attack rolls and saving
throws until the start of your next turn.\n • You cast the legend lore spell
without material components.\n Whether the check succeeds or fails, you can't use
this feature again until you finish a long rest. Alternatively, you can regain the
use of this feature by sacrificing nonmagical treasure worth at least 500 gp to
your patron. This sacrifice requires the treasure to be within 10 feet of you for
at least 1 minute, at the end of which you use an action to teleport the treasure
to your patron's realm, provided you have the vessel of your Collector's Vessel in
hand."}], :level-modifiers [], :option-pack "UA - Subclasses, Part 1", :name "The
Noble Genie", :warlock-spells {1 {0 :fog-cloud, 1 :sleep}, 2 {0 :enlarge-reduce,
1 :phantasmal-force}, 3 {0 :create-food-and-water, 1 :protection-from-energy}, 4 {0
:polymorph, 1 :phantasmal-killer}, 5 {0 :arcane-hand, 1 :creation}}, :key :the-
noble-genie}}, :orcpub.dnd.e5/spells {}}, "UA - Races of Ravnica"
{:orcpub.dnd.e5/races {:loxodon {:key :loxodon, :speed 30, :name
"Loxodon", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Races of Ravnica", :profs {:tool {:masons-
tools true}}, :languages #{"Common"}, :props {:saving-throw-advantage {:frightened
true}, :lizardfolk-ac true}, :traits [{:name "Powerful Build", :description "You
count as one size larger when determining your carrying capacity and the weight you
can push, drag, or lift."} {:name "Loxodon Bravery", :description "You have
advantage on saving throws against being frightened."} {:name "Natural
Armor", :description "You have thick, leathery skin. When you aren't wearing armor,
your AC is 13 + your Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you with a lower AC. A
shield's benefits apply as normal while you use your natural armor."} {:name
"Stonecunning", :description "Whenever you make an Intelligence (History) check
related to the origin of stonework, you are considered proficient in the History
skill and add double your normal proficiency bonus to the check, instead of your
normal proficiency bonus."} {:name "Keen Smell", :description "Thanks to your
sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence
(Investigation) checks that rely on smell."}]}, :vedalken {:key :vedalken, :speed
30, :name "Vedalken", :abilities {:orcpub.dnd.e5.character/int
2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Races of
Ravnica", :profs {:tool {:cartographers-tools true, :painters-supplies
true, :navigators-tools true, :glassblowers-tools true, :flute true, :poisoners-
tools true, :dice-set true, :horn true, :herbalism-kit true, :dulcimer
true, :disguise-kit true, :masons-tools true, :land-vehicles true, :viol
true, :thieves-tools true, :jewelers-tools true, :leatherworkers-tools
true, :smiths-tools true, :drum true, :cobblers-tools true, :potters-tools
true, :dragonchess-set true, :playing-card-set true, :brewers-supplies
true, :three-dragon-ante-set true, :forgery-kit true, :pan-flute true, :bagpipes
true, :woodcarvers-tools true, :carpenters-tools true, :tinkers-tools
true, :alchemists-supplies true, :water-vehicles true, :weavers-tools true, :shawm
true, :cooks-utensils true, :lute true, :calligraphers-supplies true, :lyre
true}, :skill-options {:options {:arcana true, :history true, :intimidation
true, :performance true, :sleight-of-hand true, :medicine true}}}, :languages
#{"Common"}, :traits [{:description "You have advantage on all Intelligence,
Wisdom, and Charisma saving throws", :name "Vedalken Dispassion"} {:description
"You are proficient in one of the following skills of your choice: Arcana, History,
Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient
with one tool of your choice.\n Whenever you make an ability check with the
chosen skill or tool, roll a d4, and add the number rolled to the check's
total", :name "Tireless Precision"}]}, :viashino {:key :viashino, :speed 30, :name
"Viashino", :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "UA - Races of
Ravnica", :profs {:skill-options {:options {:acrobatics true, :stealth
true}}}, :languages #{"Draconic" "Common"}, :traits [{:description "Your semi-
prehensile tail is tipped with a bony blade. Immediately after a creature within 5
feet of you deals damage to you with a melee attack, you can use your reaction to
make an unarmed strike against that creature with your tail. If you hit, you deal
slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.", :name "Lashing Tail"} {:description "Your
fanged maw is a natural weapon, which you can use to make unarmed strikes. If you
hit with it, you deal piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.", :name
"Bite"}]}, :symic-hybrid {:key :symic-hybrid, :speed 30, :name "Symic
Hybrid", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con
2}, :size :medium, :option-pack "UA - Races of Ravnica", :languages #{"Common"
"Elvish"}, :traits [{:name "Animal Enhancement", :description "Your body has been
altered to incorporate certain animal characteristics. You choose one animal
enhancement now and a second enhancement at 5th level. At 1st level, choose one of
the following options:\n • Manta Glide. Your ray-like wings can slow your fall
and allow you to glide. When you fall and aren't incapacitated, you can subtract up
to100 feet from the fall when calculating falling damage, and you can move up to 2
feet horizontally for every 1 foot you descend.\n • Nimble Climber. You have a
climbing speed equal to your walking speed.\n • Underwater Adaptation. You can
breathe air and water, and you have a swimming speed equal to your walking speed.\
n\nAt 5th level, choose one of the following options, or choose one of the options
you didn't take at 1st level:\n • Grappling Appendages. You have two special
appendages growing alongside your arms. Choose whether they're both claws or
tentacles. Each of these appendages is a natural weapon, which you can use to make
unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to
1d6 + your Strength modifier, instead of the bludgeoning damage normal for an
unarmed strike. Immediately after hitting, you can try to grapple the target as a
bonus action. These appendages can't precisely manipulate anything and can't wield
weapons, magic items, or other specialized equipment.\n • Carapace. Your skin in
places is covered by a thick shell. You gain a +1 bonus to AC when you're not
wearing heavy armor.\n • Acid Spit. As an action, you can spray a stream of acid
from glands in your mouth, targeting one creature or object you can see within 30
feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity
saving throw against a DC equal to 8 + your Constitution modifier + your
proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10)
and 17th level (4d10)."}]}}, :orcpub.dnd.e5/subraces {:dexterity-variant
{:race :simic-hybrid, :traits [], :name "Dexterity Variant", :option-pack "UA -
Races of Ravnica", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-
variant}, :strength-variant {:race :simic-hybrid, :traits [], :name "Strength
Variant", :option-pack "UA - Races of Ravnica", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :strength-variant}, :intelligence-variant
{:race :simic-hybrid, :traits [], :option-pack "UA - Races of Ravnica", :name
"Intelligence Variant", :abilities {:orcpub.dnd.e5.character/int
1}, :key :intelligence-variant}, :wisdom-variant {:race :simic-hybrid, :traits
[], :option-pack "UA - Races of Ravnica", :name "Wisdom Variant", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-variant}, :charisma-variant
{:race :simic-hybrid, :traits [], :option-pack "UA - Races of Ravnica", :name
"Charisma Variant", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-
variant}}}, "UA - Three Subclasses" {:orcpub.dnd.e5/subclasses {:circle-of-spores
{:class :druid, :traits [{:name "Halo of Spores", :level 2, :description "Starting
at 2nd level, you can launch toxic spores at other creatures. To do so, you use
your reaction on your turn to deal 3 poison damage to one creature you can see
within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level,
and 12 at 14th."} {:name "Symbiotic Entity", :level 2, :description "At 2nd level,
you gain the ability to channel magic into the spores that infuse you.\n When you
use your Wild Shape feature, you can awaken those spores, rather than transforming.
When you do so, you gain 3 temporary hit points per level you have in this class,
the damage of your Halo of Spores feature doubles, and your melee weapon attacks
deal an extra 1d6 poison damage to any target they hit. These benefits last for 10
minutes or until you use your Wild Shape again."} {:name "Fungal
Infestation", :level 6, :description "At 6th level, your spores gain the ability to
infest a humanoid corpse and animate it.\n If you slay a humanoid with your Halo
of Spores damage, the creature rises as a zombie at the end of your turn. It has 1
hit point. In combat, its turn is immediately after yours. It obeys your mental
commands, and the only action it can take is the Attack action, making one melee
attack. It remains animate for 1 hour, after which time it collapses and dies."}
{:level 10, :name "Spreading Spores", :description "At 10th level, you gain the
ability to seed an area with deadly spores. As a bonus action, you hurl fungal
spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute.
While the cube of spores persists, you can't use your Halo of Spores feature, but
any creature that starts its turn in the cube takes your Halo of Spores damage. The
cube of spores vanishes early if you use this feature again."} {:level 14, :name
"Fungal Body", :description "At 14th level, the fungal spores in your body alter
you: you can't be blinded, deafened, frightened, or poisoned, and if an attack is a
critical hit against you, it doesn't deal its extra damage to you."}], :level-
modifiers [{:type :spell, :level 2, :value {:ability :wis, :key :chill-touch}}
{:type :spell, :level 3, :value {:level 2, :ability :wis, :key :gentle-repose}}
{:type :spell, :level 3, :value {:level 2, :ability :wis, :key :ray-of-
enfeeblement}} {:type :spell, :level 5, :value {:level
3, :ability :wis, :key :animate-dead}} {:type :spell, :level 5, :value {:level
3, :ability :wis, :key :gaseous-form}} {:type :spell, :level 7, :value
{:ability :wis, :level 4, :key :blight}} {:type :spell, :level 7, :value
{:ability :wis, :level 4, :key :confusion}} {:type :spell, :level 9, :value {:level
5, :key :cloudkill, :ability :wis}} {:type :spell, :level 9, :value {:level 5, :key
:contagion, :ability :wis}}], :option-pack "UA - Three Subclasses", :name "Circle
of Spores", :key :circle-of-spores}, :brute {:class :fighter, :traits [{:name
"Brute Force", :level 3, :description "Starting at 3rd level, you're able to strike
with your weapons with especially brutal force. Whenever you hit with a weapon that
you're proficient with and deal damage, the weapon's damage increases by an amount
based on your level in this class, as shown on the Brute Bonus Damage table.\n\
nBrute Bonus Damage\nFighter Level -- Damage Increase\n3rd -- 1d4\n10th -- 1d6\
n16th -- 1d8\n20th -- 1d10"} {:level 7, :name "Brutish Durability", :description
"Beginning at 7th level, your toughness allows you to shrug off assaults that would
devastate
others. Whenever you make a saving throw, roll 1d6 and add the die to your saving
throw total. If applying this bonus to a death saving throw increases the total to
20 or higher, you gain the benefits of rolling a 20 on the d20."} {:level 15, :name
"Devastating Critical", :description "Starting at 15th level, when you score a
critical hit with a weapon attack, you gain a bonus to that weapon's damage roll
equal to your level in this class."} {:level 18, :name "Survivor", :description "At
18th level, you attain the pinnacle of resilience in battle. At the start of each
of your turns in combat, you regain hit points equal to 5 + your Constitution
modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit
points or if you have more than half of your hit points left."} {:description "At
10th level, you can choose a second option from the Fighting Style feature.", :name
"Additional Fighting Style", :level 10}], :level-modifiers [], :name
"Brute", :option-pack "UA - Three Subclasses", :level-selections
[{:type :additional-fighting-style, :level 10}], :key :brute}, :school-of-invention
{:class :wizard, :traits [{:name "Arcanomechanical Armor", :description "Starting
at 2nd level, you gain proficiency with light armor and gain a suit of
arcanomechanical armor — a magic item that only you can attune to. While you are
attuned to it and wearing it, it grants you resistance to force damage.\n The
armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs
8 pounds. You can create a new suit of it at the end of a long rest\nby touching a
nonmagical suit of studded leather armor, which magically transforms it. Doing so
removes the magic from your previous arcanomechanical armor, turning it into
nonmagical studded leather.", :level 2} {:name "Reckless Casting", :level
2, :description "Starting at 2nd level, you can attempt to cast a spell you don't
have prepared. When you use this ability, you use your action and choose one of the
following options:\n • Roll on the Reckless Casting table for cantrips and cast
the resulting spell as part of this action.\n • Expend a spell slot and roll
twice on the Reckless Casting table for its level, or the 5th-level table if the
slot is 6th level or higher. Pick which of the two results you want to use and cast
the resulting spell as part of this action. If the spell you cast isn't a wizard
spell, it is nonetheless a wizard spell for you when you cast it with this
feature.\n\nReckless Casting Table:
https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf"} {:name
"Alchemical Casting", :level 6, :description "At 6th level, you learn to channel
magic through your arcanomechanical armor to augment spells in a variety of ways.
When you cast a spell while wearing that armor and attuned to it, you can expend
one additional spell slot of 1st or 2nd level to alter the spell. The effect
depends on the spell slot you expend.\n A 1st-level slot allows you to manipulate
the spell's energy. When you cast a spell that deals acid, cold, fire, lightning,
or thunder damage, you can substitute that damage type for another one from that
list.\n A 2nd-level slot increases the spell's raw force. If you roll damage for
the spell when you cast it, increase that damage by 2d10 force damage against one
of the spell's targets (your choice) this turn."} {:name "Prodigious
Inspiration", :level 10, :description "At 10th level, you have attained a greater
mastery of spell preparation. As a bonus action, you can replace one spell you have
prepared with another spell from your spellbook. You can't use this ability again
until you finish a short or long rest."} {:level 14, :name "Controlled
Chaos", :description "At 14th level, your ability to improvise magic grows
stronger. Whenever you roll on a Reckless Casting table for a spell other than a
cantrip, you can roll on the table that is one level higher than the expended spell
slot."} {:name "Tools of the Inventor", :level 2, :description "At 2nd level, you
gain proficiency with two tools of your choice."}], :level-modifiers
[{:type :armor-prof, :value :light, :level 2}], :name "School of
Invention", :option-pack "UA - Three Subclasses", :key :school-of-
invention, :level-selections [{:type :tools-of-the-inventor, :level 2, :num
2}]}}, :orcpub.dnd.e5/selections {:additional-fighting-style {:options [{:name
"Archery", :description "+2 bonus to Attack rolls with Ranged Weapons"} {:name
"Defense", :description "+1 bonus to AC while wearing armor."} {:name
"Dueling", :description "+2 bonus to damage rolls when wielding a melee weapon in
one hand and no other weapons."} {:name "Great Weapon Fighting", :description "Re-
roll 1s and 2s on attack rolls with Two-handed or Versatile melee weapons."} {:name
"Protection", :description "When a creature you see attacks a creature within 5 ft
of you, use your reaction to impose disadvantage on the attack. Must be wielding a
shield."} {:name "Two-Weapon Fighting", :description "While you engage in two-
weapon fighting, add your ability modifier to the damage of your second attack."}],
:name "Additional Fighting Style", :option-pack "UA - Three
Subclasses", :key :additional-fighting-style}, :tools-of-the-inventor {:options
[{:name "Alchemist's supplies", :description "You are proficient with Alchemist's
supplies."} {:name "Brewer's supplies", :description "You are proficient with
Brewer's supplies."} {:description "You are proficient with Calligrapher's
supplies.", :name "Calligrapher's supplies"} {:name "Carpenter's
tools", :description "You are proficient with Carpenter's tools."} {:name
"Cartographer's tools", :description "You are proficient with Cartographer's
tools."} {:name "Cobbler's tools", :description "You are proficient with Cobbler's
tools."} {:name "Cook's utensils", :description "You are proficient with Cook's
utensils."} {:name "Glassblower's tools", :description "You are proficient with
Glassblower's tools."} {:name "Jeweler's tools", :description "You are proficient
with Jeweler's tools."} {:name "Leatherworker's tools", :description "You are
proficient with Leatherworker's tools."} {:name "Mason's tools", :description "You
are proficient with Mason's tools."} {:name "Painter's supplies", :description "You
are proficient with Painter's supplies."} {:name "Potter's tools", :description
"You are proficient with Potter's tools."} {:name "Smith's tools", :description
"You are proficient with Smith's tools."} {:name "Tinker's tools", :description
"You are proficient with Tinker's tools."} {:name "Weaver's tools", :description
"You are proficient with Weaver's tools."} {:name "Woodcarver's
tools", :description "You are proficient with Woodcarver's tools."} {:description
"You are proficient with a Disguise kits.", :name "Disguise kit"} {:description
"You are proficient with a Forgery kits.", :name "Forgery kit"} {:description "You
are proficient with Dice sets.", :name "Dice set"} {:description "You are
proficient with Dragonchess sets.", :name "Dragonchess sets"} {:description "You
are proficient with Playing card sets.", :name "Playing card sets"} {:description
"You are proficient with Three-Dragon Ante sets.", :name "Three-Dragon Ante set"}
{:description "You are proficient with Herbalism kits.", :name "Herbalism kit"}
{:description "You are proficient with Bagpipes.", :name "Bagpipes"} {:description
"You are proficient with Drums.", :name "Drum"} {:description "You are proficient
with Dulcimers.", :name "Dulcimer"} {:description "You are proficient with
Flutes.", :name "Flute"} {:description "You are proficient with Lutes.", :name
"Lute"} {:description "You are proficient with Lyres.", :name "Lyre"} {:description
"You are proficient with Horns.", :name "Horn"} {:description "You are proficient
with Pan Flutes.", :name "Pan Flute"} {:description "You are proficient with
Shawms.", :name "Shawm"} {:description "You are proficient with Viols.", :name
"Viol"} {:description "You are proficient with Navigator's tools.", :name
"Navigator's tools"} {:description "You are proficient with Poisoner's
tools.", :name "Poisoner's tools"} {:description "You are proficient with Thieves'
tools.", :name "Thieves' tools"} {:name "Vehicles (land)", :description "You are
proficient with Vehicles (land)."} {:name "Vehicles (water)", :description "You are
proficient with Vehicles (water)."}], :option-pack "UA - Three Subclasses", :name
"Tools of the Inventor", :key :tools-of-the-inventor}}}, "UA - Fighter, Rogue, and
Wizard" {:orcpub.dnd.e5/subclasses {:psychic-warrior {:class :fighter, :traits
[{:description "You can channel your psychic power to magically augment your
prowess. When you finish a long rest, choose whether to augment your defenses or
your strikes. The chosen benefit lasts until you finish a long rest.\n Augmented
Defenses. When you or a creature you can see within 30 feet of you takes damage,
you can use your reaction to roll a d10 and reduce the amount of damage taken by
the number rolled. When you reach 10th level in this class, the die changes to a
d12.\n Augmented Strikes. Once during each of your turns when you hit a creature
with a weapon attack, you can also deal 1d4 psychic damage to that target. When you
reach 10th level in this class, the psychic damage increases to 1d6.", :name
"Psionic Armament", :level 3} {:description "You learn the mage hand cantrip. You
can cast it without components, and you can make the spectral hand invisible.
Intelligence is your spellcasting ability for this spell.", :name "Telekinetic
Hand", :level 3} {:name "Strength of Mind", :description "As a bonus action, you
can telekinetically lash out at a creature you can see within 20 feet of you. The
target must make a Strength saving throw against a DC equal to 8 + your proficiency
bonus + your Intelligence modifier. On a failed save, the target takes force damage
equal to 2d6 plus your
Intelligence modifier and is telekinetically moved 15 feet directly toward or away
from you (your choice). On a successful save, it takes half as much damage and
isn't moved.\n You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all expended uses when you
finish a long rest.", :level 7} {:description "When you take the Attack action, you
can forgo one of your attacks to project a bastion of psionic power in a 10-foot
radius around yourself. It lasts for 1 minute or until you're incapacitated. For
the duration, you and your allies in that area gain the benefits of half cover and
have advantage on Strength saving throws.\n Once you use this feature, you can't
do so again until you finish a long rest or until after you use your Second Wind
feature.", :level 10, :name "Telekinetic Bulwark"} {:name "Agonizing
Strikes", :level 15, :description "Your attacks can channel psychic agony. When you
hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that
target and force it to make a Constitution saving throw against a DC equal to 8 +
your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the
target falls prone, and it suffers disadvantage on ability checks until the end of
your next turn.\n You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all expended uses when you
finish a long rest."} {:name "Psychic Dreadnaught", :level 18, :description "The
power of your mind suffuses your entire being, making you a nigh-unstoppable force
on the battlefield. Using your reaction when you take damage, you can give yourself
the following benefits for 1 minute or until you're incapacitated:\n • At the
start of each of your turns, you regain 10 hit points.\n • Your walking speed
increases by 10 feet.\n • If you're prone, you can stand up by spending 5 feet of
movement.\n Once you activate this feature, you can't use it again until you
finish a long rest."}], :level-modifiers [{:type :spell, :level 3, :value
{:key :mage-hand, :ability :orcpub.dnd.e5.character/int}}], :option-pack "UA -
Fighter, Rogue, and Wizard", :name "Psychic Warrior", :key :psychic-
warrior}, :soulknife {:class :rogue, :traits [{:level 3, :name "Psychic
Blade", :description "As a bonus action, you can create a magical blade of
shimmering psychic power from one or both of your hands. While one of your hands is
manifesting a blade, you can't hold anything in that hand. You can dismiss one or
both blades at any time (no action required), and they disappear if you're
incapacitated.\n The blade is a simple melee weapon with the finesse, light, and
thrown properties. It has a normal range of 30 feet and a long range of 60 feet,
and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an
attack, it vanishes immediately after it hits or misses its target. The blade
otherwise disappears the instant it leaves your hand."} {:description "You can
focus your psionic power to give yourself an extraordinary ability. When you finish
a long rest, you gain one of the following benefits of your choice, which lasts
until you finish a long rest:\n • You can communicate telepathically with any
creature you can see within 30 feet of you. If a creature can speak at least one
language, it can respond to you telepathically.\n • Increase your walking speed
by 5 feet.\n • Your hit point maximum and your current hit points increase by an
amount equal to your Intelligence modifier plus your rogue level.", :name "Psionic
Enhancement", :level 3} {:level 9, :name "Terrifying Blade", :description "Your
psychic blades can now stoke terror within a target: When you damage a creature
with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC
equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed
save, the creature is frightened of you until the start of your next turn. On a
successful save, the creature isn't frightened and is immune to your Terrifying
Blade for 24 hours."} {:level 13, :description "You can weave a veil of psionic
static to mask your physical presence. As an action, you can magically become
invisible, along with anything you are wearing or carrying, for 10 minutes. This
invisibility ends if you make an attack or if you force a creature to make a saving
throw.\n You can use this feature a number of times equal to your Intelligence
modifier (minimum of once), and you regain all expended uses when you finish a long
rest.", :name "Psychic Veil"} {:description "You can sweep your Psychic Blade
directly through a creature's mind. As an action while you have at least one
Psychic Blade manifested, you can force a creature you can see within 30 feet of
you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus +
your Intelligence modifier). If you are hidden from the target, it has disadvantage
on the save. On a failed save, the target takes 12d6 psychic damage, and it is
stunned until the start of your next turn. On a successful save, the target takes
half as much damage and isn't stunned. One of your Psychic Blades vanishes after
using this feature.\n You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all expended uses when you
finish a long rest.", :level 17, :name "Rend Mind"}], :level-modifiers [], :option-
pack "UA - Fighter, Rogue, and Wizard", :name
"Soulknife", :key :soulknife}, :psionics {:class :wizard, :traits [{:level
2, :description "You have learned to channel psionic energy through a special
object: a psionic focus. You gain the object with this feature (see the “Your
Psionic Focus” sidebar for how you might have acquired the item).\n While your
psionic focus is on your person, you gain the following benefits:\n • The object
is a spellcasting focus for you.\n • When you roll psychic or force damage for
any of your wizard spells, you can reroll any of those damage dice that rolls a 1,
but you must use the new roll.\n If your psionic focus is lost, you can magically
recreate it by meditating for 1 hour during a short or long rest, at the end of
which the focus appears in your hand.", :name "Psionic Focus"} {:level
2, :description "Your study of psionics begins to unleash your mind's potential.
When you gain this feature, choose one of the following cantrips: friends, mage
hand, or message. You learn that cantrip if you don't already know it, and it
doesn't count against the number of wizard cantrips you know.\n While your
psionic focus is on your person, you can cast the chosen cantrip as a bonus action,
requiring no components, and with the modification listed below: Friends. When the
spell ends, the target doesn't become hostile to you.", :name "Psionic Devotion"}
{:level 6, :name "Thought Form", :description "While you are carrying your psionic
focus, you can use a bonus action to magically transform your body into pure
psionic energy. The transformation lasts for 10 minutes, until you use a bonus
action to assume your normal form, or until you are incapacitated or die.\n While
in thought form, you are a figure of luminous psychic energy, with your psionic
focus hovering within. Your form can appear as anything you wish, but it is
obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius.
Any other equipment you are wearing or carrying transforms with you and melds into
your thought form. You also gain the following benefits:\n Psionic Spellcasting.
When you cast a spell while in thought form, you can cast the spell psionically. If
you do so, the spell doesn't require verbal, somatic, or material components that
lack a gold cost.\n Psychic Resilience. You gain resistance to psychic damage and
to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n You can
transform using this feature a number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses when you finish a long rest."}
{:level 10, :name "Mental Discipline", :description "Your mind's power expands to
greater heights. When you gain this feature, choose one of the following spells:
dominate person, scrying, or telekinesis. You can add the spell to your spellbook,
and you can cast it without components.\n You can also cast the chosen spell once
without expending a spell slot. After you do so, you regain the ability to cast the
spell without a slot when you finish a long rest."} {:description "When you deal
psychic or force damage with a wizard spell, you can add your Intelligence modifier
to the damage against one of the spell's targets.", :name "Empowered
Psionics", :level 10} {:description "While using your Thought Form, you have a
flying speed equal to your walking speed and can hover, and you can move through
other creatures and objects as if they were difficult terrain.\n You take 1d10
force damage if you end your turn inside an object. If you return to your normal
form while inside an object, you are shunted to the nearest unoccupied space, and
you take 1d10 force damage for every 5 feet traveled.", :name "Thought
Travel", :level 14}], :level-modifiers [], :option-pack "UA - Fighter, Rogue, and
Wizard", :name "Psionics", :key :psionics, :level-selections [{:type :psionic-
devotion, :level 2} {:type :mental-discipline, :level 10}]}},
:orcpub.dnd.e5/selections {:psionic-devotion {:options [{:description "You know the
mage hand cantrip. You can cast it as a bonus action, requiring no components, and
you can make the hand invisible when you cast the spell. Controlling the spell is a
bonus action for you.", :name "Mage Hand"} {:description "You know the message
cantrip. You can cast it as a bonus action, requiring no components, and you don't
need to point toward the target
or whisper your message out loud.", :name "Message"} {:description "You know the
friends cantrip. You can cast it as a bonus action, requiring no components, and
when the spell ends, the target doesn't become hostile to you.", :name "Friends"}],
:option-pack "UA - Fighter, Rogue, and Wizard", :name "Psionic
Devotion", :key :psionic-devotion}, :mental-discipline {:options [{:description
"You know the dominate person spell and you can cast it without components.\n You
can also cast this spell once without expending a spell slot. After you do so, you
regain the ability to cast the spell without a slot when you finish a long
rest.", :name "Dominate Person"} {:name "Scrying", :description "You know the
scrying spell and you can cast it without components.\n You can also cast this
spell once without expending a spell slot. After you do so, you regain the ability
to cast the spell without a slot when you finish a long rest."} {:name
"Telekinesis", :description "You know the telekinesis spell and you can cast it
without components.\n You can also cast this spell once without expending a spell
slot. After you do so, you regain the ability to cast the spell without a slot when
you finish a long rest."}], :option-pack "UA - Fighter, Rogue, and Wizard", :name
"Mental Discipline", :key :mental-discipline}}, :orcpub.dnd.e5/spells {:ego-whip
{:description "You lash the mind of one creature you can see within range, filling
it with despair. The target must succeed on an Intelligence saving throw or suffer
disadvantage on attack rolls, ability checks, and saving throws, and it can't cast
spells. At the end of each of its turns, the target can make another Intelligence
saving throw. On a success, the spell ends on the target.", :key :ego-whip, :school
"enchantment", :name "Ego Whip", :duration "Concentration, up to 1 minute", :level
4, :option-pack "UA - Fighter, Rogue, and Wizard", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "30 feet"}, :psychic-crush {:description "You overload the mind of one
creature you can see within range, filling its psyche with discordant emotions. The
target must make an Intelligence saving throw. On a failed save, the target takes
12d6 psychic damage and is stunned for 1 minute. On a successful save, the target
takes half as much damage and isn't stunned.\n The stunned target can make an
Intelligence saving throw at the end of each of its turns. On a successful save,
the spell ends on the target.", :key :psychic-crush, :school "enchantment", :name
"Psychic Crush", :duration "1 minute", :level 6, :option-pack "UA - Fighter, Rogue,
and Wizard", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :mind-sliver {:description "You drive a disorienting spike of psychic
energy into the mind of one creature you can see within range. The target must make
an Intelligence saving throw. Unless the saving throw is successful, the target
takes 1d6 psychic damage, and the first time it makes a saving throw before the end
of your next turn, it must roll a d4 and subtract the number rolled from the save.\
n This spell's damage increases by 1d6 when you reach certain levels: 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :mind-sliver, :school
"enchantment", :name "Mind Sliver", :duration "1 round", :level 0, :option-pack "UA
- Fighter, Rogue, and Wizard", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :thought-shield {:description "You weave a clouding veil over the mind of
one creature you touch. For the duration, the target's mind can't be read or
detected, creatures can't telepathically communicate with the target unless the
target allows it, and the target has advantage on saving throws against any effect
that would determine whether it is telling the truth.", :key :thought-
shield, :school "abjuration", :name "Thought Shield", :duration "8 hours", :level
2, :option-pack "UA - Fighter, Rogue, and Wizard", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Touch"}, :mental-barrier {:description "You protect
your mind with a wall of looping, repetitive thought. Until the start of your next
turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and
you have resistance to psychic damage.", :key :mental-barrier, :school
"abjuration", :name "Mental Barrier", :duration "1 round", :level 2, :option-pack
"UA - Fighter, Rogue, and Wizard", :components {:verbal true}, :casting-time "1
reaction, which you take when you are forced to make an Intelligence, a Wisdom, or
a Charisma saving throw", :spell-lists {:bard true, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Self"}, :id-insinuation {:description "You unleash a torrent of conflicting
desires in the mind of one creature you can see within range, impairing its ability
to make decisions. The target must succeed on a Wisdom saving throw or be
incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and
it can. then make another Wisdom saving throw. On a success, the spell ends on the
target.", :key :id-insinuation, :school "enchantment", :name "Id
Insinuation", :duration "Concentration, up to 1 minute", :level 1, :option-pack "UA
- Fighter, Rogue, and Wizard", :components {:somatic true, :verbal true}, :casting-
time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :mind-thrust {:description "You propel a lance of psionic disruption into
the mind of 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 use its action only to Dash or Disengage on its next turn. On a
successful save, the target takes half as much damage, and this spell doesn't limit
its action options.\n At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional creature for each slot
level above 2nd. The creatures must be within 30 feet of each other when you target
them.", :key :mind-thrust, :school "enchantment", :name "Mind Thrust", :duration "1
round", :level 2, :option-pack "UA - Fighter, Rogue, and Wizard", :components
{:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard
true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "60 feet"}, :intellect-fortress
{:description "You create a faintly shimmering barrier of protective psychic power
around you. For the duration, you have advantage on all saving throws.\n When
another creature that you can see within 30 feet of you fails a saving throw, you
can use your reaction to allow them to reroll the save. They must use the new
roll.", :key :intellect-fortress, :school "abjuration", :name "Intellect Fortress",
:duration "Concentration, up to 10 minutes", :level 5, :option-pack "UA - Fighter,
Rogue, and Wizard", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"},
:psionic-blast {:description "You unleash a destructive wave of mental power in a
30-foot cone. Each creature in the area must make a Dexterity saving throw. On a
failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from
you, and is knocked prone. On a successful save, a target takes half as much damage
and isn't pushed or knocked prone.\n At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd.", :key :psionic-blast, :school "evocation", :name "Psionic
Blast", :duration "Instantaneous", :level 3, :option-pack "UA - Fighter, Rogue, and
Wizard", :components {:verbal true}, :casting-time "1 acton", :spell-lists {:bard
true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self (30-foot
cone)"}}, :orcpub.dnd.e5/feats {:telekinetic {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Fighter, Rogue,
and Wizard", :description "You learn to move things with your mind. You gain the
following benefits:\n • Increase your Intelligence score by 1, to a maximum of
20.\n • You learn the mage hand cantrip. You can cast it without verbal or
somatic components, and you can make the spectral hand invisible.\n • As a bonus
action, you can try to shove one creature you can see within 5 feet of the spectral
hand created by your mage hand spell. When you do so, the target must succeed on a
Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier)
or be pushed 5 feet away from you.", :name
"Telekinetic", :key :telekinetic}, :telepathic {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Fighter, Rogue,
and Wizard", :name "Telepathic", :description "You awaken the ability to mentally
connect with others. You gain the following benefits:\n • Increase your
Intelligence score by 1, to a maximum of 20.\n • You gain proficiency in one
skill of your choice from the following
list: Deception, Insight, Intimidation, or Persuasion.\n • You can communicate
telepathically with any creature you can see within 30 feet of you. If it
understands at least one language, it can respond to you telepathically.", :props
{:skill-tool-choice 1}, :key :telepathic}}}, "Adventurers League - Tomb of
Annihilation - The Tortle Package" {:orcpub.dnd.e5/races {:tortle
{:key :tortle, :speed 30, :name "Tortle", :abilities {:orcpub.dnd.e5.character/str
2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "The Tortle
Package", :help "Tortles are intelligent, turtle-like humanoids that have a knack
for wilderness survival. They embrace a simple view of the world. It is a place of
wonder, and tortles see beauty in the ordinary.", :languages #{"Common"
"Aquan"}, :props {:tortle-ac true, :skill-prof {:survival true}}, :traits [{:name
"Claws", :description "Your claws are natural weapons, which you can use to make
unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike"}
{:name "Hold Breath", :description "You can hold your breath for up to 1 hour at a
time. Tortles aren't natural swimmers, but they can remain underwater for some time
before needing to come up for air."} {:name "Shell Defense", :description "You can
withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC,
and you have advantage on Strength and Constitution saving throws. While in your
shell, you are prone, your speed is 0 and can't increase, you have disadvantage on
Dexterity saving throws, you can't take reactions, and the only action you can take
is a bonus action to emerge from your shell."} {:description "Due to your shell and
the shape of your body, you are ill-suited to wearing armor. Your shell provides
ample protection, however; it gives you a base AC of 17 (your Dexterity modifier
doesn't affect this number). You gain no benefit from wearing armor, but if you are
using a shield, you can apply the shield's bonus as normal.", :name "Natural
Armor"} {:description "You gain proficiency in the Survival skill. Tortles have
finely honed survival instincts.", :name "Survival Instinct"}]}},
:orcpub.dnd.e5/languages {:aquan {:option-pack "The Tortle Package", :description
"You can speak, read, and write Aquan.", :name
"Aquan", :key :aquan}}, :orcpub.dnd.e5/monsters {:decapus {:senses "darkvision
60ft., passive Perception 12", :description "Decapuses are carnivorous, solitary
hunters that swing through trees, scooping up prey with their 10-foot-long,
suckered tentacles. Decapuses also use their tentacles to climb walls and
ceilings.", :armor-notes "natural armor", :key :decapus, :int 4, :speed "15 ft.,
climb 30ft.", :name "Decapus", :alignment "unaligned", :cha 7, :hit-points {:die-
count 10, :die 10, :modifier 20}, :type :monstrosity, :size :large, :option-pack
"The Tortle Package", :armor-class 14, :skills {:athletics 4, :perception
2, :stealth 4}, :str 15, :challenge 4, :con 14, :dex 14, :wis 10, :traits [{:name
"Multiattack", :type :action, :description "The decapus makes two attacks: one with
its bite and one with its tentacles."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus.
Hit: 7 (2d4 + 2) piercing damage."} {:type :action, :description "Melee Weapon
Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage,
or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature\nother
than the target or if the decapus is on the ground or floor. The target is also
grappled (escape DC 14) unless the decapus is already grappling a creature. Until
this grapple ends, the target is restrained.", :name "Tentacles"}]}, :geonid
{:senses "darkvision 60ft., tremorsense 30ft., passive Perception 14", :description
"Also known as rocklings and rock hermits, geonids are small, intelligent cave
dwellers that originated on the Elemental Plane of Earth. A geonid's arms and legs
come out of a small opening in the bottom of its shell. A geonid can draw its limbs
into its shell and close the opening. When it does so, the creature looks like a
small boulder. In this state, the geonid can't see and relies on its tremorsense to
detect other creatures nearby.", :armor-notes "natural", :key :geonid, :int
9, :speed "30 ft.", :name "Geonid", :alignment "neutral", :cha 11, :hit-points
{:die-count 4, :die 6, :modifier 12}, :type :elemental, :size :small, :option-pack
"The Tortle Package", :armor-class 17, :skills {:perception 4, :stealth 2}, :str
12, :challenge 0.25, :con 16, :dex 10, :wis 14, :props {:language {:terran
true}}, :traits [{:description "While fully withdrawn into its shell, the geonid
can't see and is indistinguishable from a small boulder.", :name "Boulder Guise"}
{:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4
+ 1) bludgeoning damage.", :type :action, :name "Club"}
{:type :action, :description "The geonid touches a stone object or surface and
knows what types of creatures have been within 10 feet of that stone in the past 24
hours. The geonid can also determine the number of creatures of each type, but not
their identities.", :name "Stone Tell"}]}, :topi {:senses "darkvision 60ft.,
passive Perception 10", :description "Topis are similar to zombies. Before a topi
is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart
is cut out and replaced with a leather bag that contains a live poisonous snake.
The snake requires neither air nor sustenance, and it magically renders the topi's
claws venomous. When a topi dies, the snake inside it dies too. The process of
creating a topi is known only to a handful of evil priests and
necromancers.", :armor-notes "natural", :key :topi, :int 6, :speed "30 ft.", :name
"Topi", :alignment "chaotic evil", :cha 5, :hit-points {:die-count 3, :die
6, :modifier 3}, :type :undead, :size :small, :option-pack "The Tortle
Package", :armor-class 13, :str 7, :challenge 0.5, :con 12, :dex 15, :wis
10, :props {:damage-resistance {:bludgeoning true}, :damage-immunity {:poison
true}, :condition-immunity {:poisoned true}}, :traits [{:description "Understands
the languages it knew in life but can't speak.", :name "Languages"} {:description
"The topi has advantage on saving throws against any effect that turns
undead.", :name "Turn Resistance"} {:description "If damage reduces the topi to 0
hit points, it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the topi
drops to 1 hit point instead.", :name "Undead Fortitude"}
{:type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target
must succeed on a DC 11 Constitution saving throw or be poisoned until the end of
the target's next turn.", :name "Venomous Claws"}]}, :tortle {:senses "passive
Perception 11", :description "Tortles are omnivorous, turtle-like humanoids with
leathery skin and bulky shells that cover most of their bodies. An adult tortle
stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females
are nearly identical in size and appearance. They don’t wear clothing other than
belts and harnesses for carrying tools and supplies.", :armor-notes "natural", :key
:tortle, :int 11, :speed "30 ft.", :name "Tortle", :alignment "lawful good", :cha
12, :hit-points {:die-count 4, :die 8, :modifier
4}, :type :humanoid, :size :medium, :option-pack "The Tortle Package", :armor-class
17, :skills {:athletics 4, :survival 3}, :str 15, :challenge 0.25, :con 12, :dex
10, :wis 13, :props {:language {:aquan true, :common true}}, :traits [{:description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.", :name "Claws", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2)
bludgeoning damage when used with two hands.", :name "Quarterstaff", :type :action}
{:description "Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit:
4 (1d8) piercing damage.", :name "Light Crossbow", :type :action} {:description
"The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC
and has advantage on Constitution and Strength saving throws. While in its shell,
the tortle is prone, its speed is 0 and can't increase, it has disadvantage on
Dexterity saving throws, it can't take reactions, and the only action it can take
is a bonus action to emerge.", :name "Shell Defense", :type :action} {:name "Hold
Breath", :description "The tortle can hold its breath for 1 hour."}]}, :tortle-
druid {:senses "passive Perception 12", :description "Tortles are omnivorous,
turtle-like humanoids with leathery skin and bulky shells that cover most of their
bodies. An adult tortle stands about 6 feet tall and weighs between 450 and 500
pounds. Males and females are nearly identical in size and appearance. They don’t
wear clothing other than belts and harnesses for carrying tools and
supplies.", :armor-notes "natural", :key :tortle-druid, :int 11, :speed "30
ft.", :name "Tortle Druid", :alignment "lawful neutral", :cha 12, :hit-points
{:die-count 6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack
"The Tortle Package", :armor-class 17, :skills {:animal-handling 4, :nature
2, :survival 4}, :str 14, :challenge 2, :con 12, :dex 10, :wis 15, :props
{:language {:aquan true, :common true}}, :traits [{:name "Hold
Breath", :description "The tortle can hold its breath for 1 hour."} {:description
"The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). It has the following druid spells
prepared:\n\nCantrips
(at will): druidcraft, guidance, produce flame\n1st level (4 slots): animal
friendship, cure wounds, speak with animals, thunderwave\n2nd level (3 slots):
darkvision, hold person", :name "Spellcasting"} {:description "Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", :name
"Claws", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage
when used with two hands.", :name "Quarterstaff", :type :action} {:description "The
tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and
has advantage on Constitution and Strength saving throws. While in its shell, the
tortle is prone, its speed is 0 and can't increase, it has disadvantage on
Dexterity saving throws, it can't take reactions, and the only action it can take
is a bonus action to emerge.", :name "Shell Defense", :type :action}]}}}, "UA -
Bard and Paladin" {:orcpub.dnd.e5/subclasses {:college-of-eloquence
{:class :bard, :traits [{:name "Universal Speech", :description "You have gained
the ability to speak and reason with any creature. As a bonus action, you can
expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic
Inspiration die, and choose a number of creatures within 60 feet of you that you
can see equal to the roll. For 10 minutes, the chosen creatures can magically
understand you, regardless of the language you speak, and you have advantage on
Charisma checks made to influence them. This feature works even on a creature that
doesn't speak any languages.", :level 3} {:name "Soothing Words", :description "You
can now cast calm emotions without expending a spell slot. You can use this feature
a number of times equal to your Charisma modifier. You regain all expended uses of
this feature when you finish a long rest.", :level 3} {:name "Undeniable
Logic", :description "You can spin words laced with magic into a knot of reasoning
that can be encouraging or impossible to follow.\n As a bonus action, you can
expend one of your uses of Bardic Inspiration. When you do so, choose a creature
you can see within 60 feet of you that can hear you, then roll your Bardic
Inspiration die and choose one of the following:\n • The creature takes psychic
damage equal to the number you roll on the Bardic Inspiration die, and the creature
must succeed on an Intelligence saving throw against your spell save DC or have
disadvantage on the next saving throw it makes before the end of your next turn.\n
• The creature regains hit points equal to the number you roll on the Bardic
Inspiration die, and the creature has advantage on the next saving throw it makes
before the end of your next turn.", :level 6} {:name "Infectious
Inspiration", :description "When a 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.\n In addition, when a creature adds
one of your Bardic Inspiration dice to its ability check, attack roll, or saving
throw and the roll succeeds, you can use your reaction to encourage a different
creature (other than yourself) that can hear you within 60 feet of you, giving it a
Bardic Inspiration die without expending any of your Bardic Inspiration uses. You
can use this reaction a number of times equal to your Charisma modifier (minimum of
once), and you regain all expended uses when you finish a long rest.", :level 14}],
:level-modifiers [{:type :spell, :level 3, :value {:level 2, :key :calm-
emotions, :ability :orcpub.dnd.e5.character/cha}}], :option-pack "UA - Bard and
Paladin", :name "College of Eloquence", :key :college-of-eloquence}, :oath-of-
heroism {:class :paladin, :traits [{:name "Channel Divinity", :description "You
gain the following two Channel Divinity options. See the Sacred Oath class feature
for how Channel Divinity works.\n\nPeerless Athlete. You can use your Channel
Divinity to augment your athleticism with divine favor. As a bonus action, you gain
advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the
next 10 minutes.\n\nLegendary Strike. You can use your Channel Divinity as a bonus
action to guide your attacks: for 1 minute, your weapon attacks score a critical
hit on a roll of 19 or 20 on the d20.", :level 3} {:level 7, :name "Mighty
Deed", :description "Your actions on the battlefield can supernaturally bolster
your allies and demoralize your enemies. Whenever you score a critical hit or
reduce a creature to 0 hit points, you can choose one or more creatures that you
can see within 30 feet of you, up to a number equal to your Charisma modifier
(minimum of one creature). All the chosen creatures are affected by one of the
following effects of your choice:\n • The creature gains temporary hit points
equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).\n • The
creature must succeed on a Wisdom saving throw against your spell save DC or be
frightened of you until the start of your next turn.\n Once you use this feature,
you can't use it again until the start of your next turn."} {:name "Glorious
Defense", :level 15, :description "Your blessed glory on the battlefield can
misdirect an attack. When a creature you can see hits you with an attack roll, you
can use your reaction to gain a bonus to AC against that attack, potentially
causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If
the attack misses, you can make one weapon attack against the attacker as part of
this reaction."} {:name "Living Myth", :level 20, :description "You can now empower
yourself with the legends—whether true or exaggerated—told of your great deeds. As
a bonus action, you gain the following benefits for 10minutes:\n • You are
blessed with otherworldly comeliness, gaining advantage on all Charisma checks.\n
• Once on each of your turns when you make a weapon attack and miss, you can cause
that attack to hit instead.\n • If you fail a saving throw, you can use your
reaction to succeed instead.\n Once you use this feature, you can't use it again
until you finish a long rest."}], :level-modifiers [], :option-pack "UA - Bard and
Paladin", :name "Oath of Heroism", :paladin-spells {1 {0 :expeditious-retreat,
1 :guiding-bolt}, 2 {0 :enhance-ability, 1 :enthrall}, 3 {0 :haste, 1 :protection-
from-energy}, 4 {0 :compulsion, 1 :freedom-of-movement}, 5 {0 :commune, 1 :conjure-
volley}}, :key :oath-of-heroism}}}, "Adventurers League - Curse of Strahd"
{:orcpub.dnd.e5/backgrounds {:haunted-one {:traits [{:description "Those who look
into your eyes can see that you have faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you, commoners will extend you every
courtesy and do their utmost to help you. Unless you have shown yourself to be a
danger to them, they will even take up arms to fight alongside you, should you find
yourself facing an enemy alone.", :name "Heart of Darkness"}], :name "Haunted One",
:option-pack "Curse of Strahd", :profs {:skill {:investigation true, :religion
true}, :language-options {:choose 1, :options {:any true}}}, :equipment {:holy-
symbol 1, :holy-water 1, :wooden-stake 1, :manacles 1, :oil 1, :tinderbox 1, :chest
1, :mirror-steel 1, :hammer 1, :crowbar 1, :torch 1}, :key :haunted-
one}}, :orcpub.dnd.e5/encounters {:death-house-balcony {:creatures
[{:type :monster, :creature {:monster :animated-armor}}], :option-pack "Curse of
Strahd", :name "Death House Balcony", :key :death-house-balcony}, :wine-delivery
{:creatures [{:type :monster, :creature {:monster :swarm-of-ravens, :num
2}}], :name "Wine Delivery", :option-pack "Curse of Strahd", :key :wine-
delivery}, :vistani-camp-dusk-elf-hovel {:creatures [{:type :monster, :creature
{:monster :guard, :num 1}}], :option-pack "Curse of Strahd", :name "Vistani Camp
Dusk Elf Hovel", :key :vistani-camp-dusk-elf-hovel}, :berez-marsh-scarecrows
{:creatures [{:type :monster, :creature {:monster :scarecrow, :num 7}}], :option-
pack "Curse of Strahd", :name "Berez Marsh Scarecrows", :key :berez-marsh-
scarecrows}, :vistani-camp-vistani-tent {:creatures [{:type :monster, :creature
{:monster :luvash, :num 1}} {:type :monster, :creature {:monster :arrigal}}
{:type :monster, :creature {:monster :alexai}} {:type :monster, :creature {:monster
:bandit, :num 6}}], :option-pack "Curse of Strahd", :name "Vistani Camp Vistani
Tent", :key :vistani-camp-vistani-tent}, :castle-ravenloft-parapets {:creatures
[{:type :monster, :creature {:monster :strahds-animated-armor, :num 1}}], :name
"Castle Ravenloft Parapets", :option-pack "Curse of Strahd", :key :castle-
ravenloft-parapets}, :bildraths-mercantile {:creatures [{:type :monster, :creature
{:monster :bildrath-cantemir}} {:type :monster, :creature {:monster :parpol-
parriwimple-cantemir}}], :name "Bildrath's Mercantile", :option-pack "Curse of
Strahd", :key :bildraths-mercantile}, :coffin-makers-shop-vampire-nest {:creatures
[{:type :monster, :creature {:monster :vampire-spawn, :num 6}}], :name "Coffin
Maker's Shop Vampire Nest", :option-pack "Curse of Strahd", :key :coffin-makers-
shop-vampire-nest}, :vallaki-gates {:creatures [{:type :monster, :creature
{:monster :vallaki-guard, :num 2}}], :name "Vallaki Gates", :option-pack "Curse of
Strahd", :key :vallaki-gates}, :blue-water-inn-taproom {:creatures
[{:type :monster, :creature {:monster :szoldar-szoldarovich}}
{:type :monster, :creature {:monster :yevgeni-krushkin}} {:type :monster, :creature
{:monster :nikolai-wachter}} {:type :monster, :creature {:monster :karl-wachter}}
{:type :monster, :creature {:monster :rictavio}}], :name "Blue Water Inn
Taproom", :option-pack "Curse of Strahd", :key :blue-water-inn-taproom}, :castle-
ravenloft-south-dungeon {:creatures [{:type :monster, :creature {:monster :emil-
toranescu, :num 1}}],
:name "Castle Ravenloft South Dungeon", :option-pack "Curse of
Strahd", :key :castle-ravenloft-south-dungeon}, :wachterhaus-stellas-room
{:creatures [{:type :monster, :creature {:monster :stella-watcher, :num 1}}], :name
"Wachterhaus Stella's Room", :option-pack "Curse of Strahd", :key :wachterhaus-
stellas-room}, :the-amber-temple-temple-of-lost-secrets {:creatures
[{:type :monster, :creature {:monster :nefron, :num 1}} {:type :monster, :creature
{:monster :flameskull, :num 3}}], :name "The Amber Temple Temple of Lost
Secrets", :option-pack "Curse of Strahd", :key :the-amber-temple-temple-of-lost-
secrets}, :the-amber-temple-southwest-annex {:creatures [{:type :monster, :creature
{:monster :gladiator, :num 1}} {:type :monster, :creature
{:monster :berserker, :num 6}} {:type :monster, :creature {:monster :dire-
wolf}}], :name "The Amber Temple Southwest Annex", :option-pack "Curse of
Strahd", :key :the-amber-temple-southwest-annex}, :tser-pool-encampment {:creatures
[{:type :monster, :creature {:monster :draft-horse}} {:type :monster, :creature
{:monster :bandit, :num 20}} {:type :monster, :creature {:monster :bandit-
captain, :num 3}} {:type :monster, :creature {:monster :madam-eva}}], :name "Tser
Pool Encampment", :option-pack "Curse of Strahd", :key :tser-pool-
encampment}, :castle-ravenloft-guardian-vermin {:creatures
[{:type :monster, :creature {:monster :swarm-of-rats, :num 4}}], :name "Castle
Ravenloft Guardian Vermin", :option-pack "Curse of Strahd", :key :castle-ravenloft-
guardian-vermin}, :werewolf-den-guard-post {:creatures [{:type :monster, :creature
{:monster :aziana}} {:type :monster, :creature {:monster :davanka}}], :name
"Werewolf Den Guard Post", :option-pack "Curse of Strahd", :key :werewolf-den-
guard-post}, :svalich-woods {:creatures [{:type :monster, :creature
{:monster :dire-wolf, :num 5}} {:type :monster, :creature {:monster :wolf, :num
20}}], :name "Svalich Woods", :option-pack "Curse of Strahd", :key :svalich-woods},
:yester-hill-hidden-graves {:creatures [{:type :monster, :creature
{:monster :druid, :num 6}} {:type :monster, :creature {:monster :berserker, :num
6}}], :name "Yester Hill Hidden Graves", :option-pack "Curse of
Strahd", :key :yester-hill-hidden-graves}, :burgomasters-mansion {:creatures
[{:type :monster, :creature {:monster :ireena-kolyana}}], :name "Burgomaster's
Mansion", :option-pack "Curse of Strahd", :key :burgomasters-mansion}, :the-wizard-
of-wines-loading-winch {:creatures [{:type :monster, :creature {:monster :druid}}],
:name "The Wizard of Wines Loading Winch", :option-pack "Curse of
Strahd", :key :the-wizard-of-wines-loading-winch}, :the-amber-temple-liches-lair
{:creatures [{:type :monster, :creature {:monster :exenther-broken, :num
1}}], :name "The Amber Temple Liche's Lair", :option-pack "Curse of
Strahd", :key :the-amber-temple-liches-lair}, :rahadins-prayer {:creatures
[{:type :monster, :creature {:monster :rahadin, :num 1}}], :name "Rahadin's
Prayer", :option-pack "Curse of Strahd", :key :rahadins-prayer}, :the-amber-temple-
haunted-room {:creatures [{:type :monster, :creature {:monster :poltergeist, :num
1}}], :name "The Amber Temple Haunted Room", :option-pack "Curse of
Strahd", :key :the-amber-temple-haunted-room}, :castle-ravenloft-maid-in-hell
{:creatures [{:type :monster, :creature {:monster :helga-ruvak}}], :name "Castle
Ravenloft Maid in Hell", :option-pack "Curse of Strahd", :key :castle-ravenloft-
maid-in-hell}, :castle-ravenloft-cauldron {:creatures [{:type :monster, :creature
{:monster :barovian-witch, :num 7}}], :name "Castle Ravenloft Cauldron", :option-
pack "Curse of Strahd", :key :castle-ravenloft-cauldron}, :berez-ulrich-mansion-
garden {:creatures [{:type :monster, :creature {:monster :giant-poisonous-
snake, :num 4}}], :option-pack "Curse of Strahd", :name "Berez Ulrich Mansion
Garden", :key :berez-ulrich-mansion-garden}, :castle-ravenloft-high-tower-peak
{:creatures [{:type :monster, :creature {:monster :pidlwick-ii, :num 1}}], :name
"Castle Ravenloft High Tower Peak", :option-pack "Curse of Strahd", :key :castle-
ravenloft-high-tower-peak}, :castle-ravenloft-chamberlains-office {:creatures
[{:type :monster, :creature {:monster :rahadin, :num 1}} {:type :monster, :creature
{:monster :shadow-demon}}], :name "Castle Ravenloft Chamberlain's Office", :option-
pack "Curse of Strahd", :key :castle-ravenloft-chamberlains-office}, :abbey-
singing-and-dancing-mongrelfok {:creatures [{:type :monster, :creature
{:monster :mongrelfolk, :num 8}}], :option-pack "Curse of Strahd", :name "Abbey
Singing and Dancing Mongrelfok", :key :abbey-singing-and-dancing-
mongrelfok}, :death-house-larder {:creatures [{:type :monster, :creature
{:monster :grick}}], :option-pack "Curse of Strahd", :name "Death House
Larder", :key :death-house-larder}, :vistani-camp-kasimirs-hovel {:creatures
[{:type :monster, :creature {:monster :guard, :num 3}} {:type :monster, :creature
{:monster :kasimir-velikov}}], :option-pack "Curse of Strahd", :name "Vistani Camp
Kasimir's Hovel", :key :vistani-camp-kasimirs-hovel}, :castle-ravenloft-catacomb-7
{:creatures [{:type :monster, :creature {:monster :gargoyle, :num 2}}], :name
"Castle Ravenloft Catacomb 7", :option-pack "Curse of Strahd", :key :castle-
ravenloft-catacomb-7}, :vallaki-burgomasters-mansion-library {:creatures
[{:type :monster, :creature {:monster :mastiff, :num 2}}], :name "Vallaki
Burgomaster's Mansion Library", :option-pack "Curse of Strahd", :key :vallaki-
burgomasters-mansion-library}, :berez-marinas-monument {:creatures
[{:type :monster, :creature {:monster :commoner, :num 7}}
{:type :monster, :creature {:monster :swarm-of-poisonous-snakes, :num
1}}], :option-pack "Curse of Strahd", :name "Berez Marina's Monument", :key :berez-
marinas-monument}, :abbey-mongrelfok-fort {:creatures [{:type :monster, :creature
{:monster :mongrelfolk, :num 2}}], :option-pack "Curse of Strahd", :name "Abbey
Mongrelfok Fort", :key :abbey-mongrelfok-fort}, :arasek-stockyard {:creatures
[{:type :monster, :creature {:monster :gunther-arasek, :num 1}}
{:type :monster, :creature {:monster :yelena-arasek}} {:type :monster, :creature
{:monster :rictavios-saber-toothed-tiger}}], :name "Arasek Stockyard", :option-pack
"Curse of Strahd", :key :arasek-stockyard}, :bloodhorns-charge {:creatures
[{:type :monster, :creature {:monster :sangzor, :num 1}}], :option-pack "Curse of
Strahd", :name "Bloodhorn's Charge", :key :bloodhorns-charge}, :castle-ravenloft-
kings-accountant {:creatures [{:type :monster, :creature {:monster :lief-
lipsiege}}], :name "Castle Ravenloft King's Accountant", :option-pack "Curse of
Strahd", :key :castle-ravenloft-kings-accountant}, :death-house-elisabeths-crypt
{:creatures [{:type :monster, :creature {:monster :swarm-of-centipedes}}], :option-
pack "Curse of Strahd", :name "Death House Elisabeth's Crypt", :key :death-house-
elisabeths-crypt}, :yester-hill-fulthias-tree {:creatures
[{:type :monster, :creature {:monster :vine-blight, :num 3}}
{:type :monster, :creature {:monster :needle-blight, :num 6}}
{:type :monster, :creature {:monster :twig-blight, :num 12}}], :name "Yester Hill
Fulthias Tree", :option-pack "Curse of Strahd", :key :yester-hill-fulthias-
tree}, :the-amber-temple-upper-west-hall {:creatures [{:type :monster, :creature
{:monster :flameskull, :num 3}}], :name "The Amber Temple Upper West
Hall", :option-pack "Curse of Strahd", :key :the-amber-temple-upper-west-
hall}, :castle-ravenloft-wine-cellar {:creatures [{:type :monster, :creature
{:monster :black-pudding, :num 1}}], :name "Castle Ravenloft Wine Cellar", :option-
pack "Curse of Strahd", :key :castle-ravenloft-wine-cellar}, :mad-mage-of-mount-
baratok {:creatures [{:type :monster, :creature {:monster :mad-mage-of-mount-
baratok}}], :name "Mad mage of Mount Baratok", :option-pack "Curse of Strahd", :key
:mad-mage-of-mount-baratok}, :castle-ravenloft-catacomb-38 {:creatures
[{:type :monster, :creature {:monster :hell-hound, :num 3}}
{:type :monster, :creature {:monster :wraith}}], :name "Castle Ravenloft Catacomb
38", :option-pack "Curse of Strahd", :key :castle-ravenloft-catacomb-38}, :abbey-
main-hall {:creatures [{:type :monster, :creature {:monster :the-abbot, :num 1}}
{:type :monster, :creature {:monster :vasilka}}], :option-pack "Curse of
Strahd", :name "Abbey Main Hall", :key :abbey-main-hall}, :argynvostholt-wine-
storage {:creatures [{:type :monster, :creature {:monster :savid, :num
1}}], :option-pack "Curse of Strahd", :name "Argynvostholt Wine
Storage", :key :argynvostholt-wine-storage}, :death-house-darklords-shrine
{:creatures [{:type :monster, :creature {:monster :shadow, :num 5}}], :option-pack
"Curse of Strahd", :name "Death House Darklord's Shrine", :key :death-house-
darklords-shrine}, :abbey-hungry-mongrelfok {:creatures [{:type :monster, :creature
{:monster :mongrelfolk, :num 16}}], :option-pack "Curse of Strahd", :name "Abbey
Hungry Mongrelfok", :key :abbey-hungry-mongrelfok}, :vistani-camp-horses
{:creatures [{:type :monster, :creature {:monster :draft-horse, :num 12}}
{:type :monster, :creature {:monster :riding-horse, :num 6}}
{:type :monster, :creature {:monster :draft-horse, :num 12}}], :option-pack "Curse
of Strahd", :name "Vistani Camp Horses", :key :vistani-camp-horses}, :death-house-
cult-leaders-den {:creatures [{:type :monster, :creature {:monster :mimic, :num
1}}], :option-pack "Curse of Strahd", :name "Death House Cult Leader's
Den", :key :death-house-cult-leaders-den}, :pack-attack {:creatures
[{:type :monster, :creature {:monster :kiril-stoyanovich, :num 1}} {:type :monster,
:creature {:monster :werewolf, :num 6}} {:type :monster, :creature {:monster :wolf,
:num 9}}], :name "Pack Attack", :option-pack "Curse of Strahd", :key :pack-attack},
:death-house-ritual-chamber {:creatures [{:type :monster, :creature
{:monster :shambling-mound, :num 1}}], :option-pack "Curse of Strahd", :name "Death
House Ritual Chamber", :key :death-house-ritual-chamber}, :argynvostholt-knights-
of-the-order
{:creatures [{:type :monster, :creature {:monster :sir-godfrey-gwilym, :num 1}}
{:type :monster, :creature {:monster :barovian-revenant, :num 4}}], :option-pack
"Curse of Strahd", :name "Argynvostholt Knights of the Order", :key :argynvostholt-
knights-of-the-order}, :festival-of-the-blazing-sun {:creatures
[{:type :monster, :creature {:monster :lars-kjurls, :num 1}}], :option-pack "Curse
of Strahd", :name "Festival of the Blazing Sun", :key :festival-of-the-blazing-
sun}, :old-bonegrinder {:creatures [{:type :monster, :creature {:monster :raven}}],
:option-pack "Curse of Strahd", :name "Old Bonegrinder", :key :old-
bonegrinder}, :castle-ravenloft-catacomb-33 {:creatures [{:type :monster, :creature
{:monster :sir-klutz-tripalotsky, :num 1}}], :name "Castle Ravenloft Catacomb
33", :option-pack "Curse of Strahd", :key :castle-ravenloft-catacomb-33}, :dream-
pastries {:creatures [{:type :monster, :creature {:monster :morgantha}}], :option-
pack "Curse of Strahd", :name "Dream Pastries", :key :dream-pastries}, :werewolf-
den-deep-caves {:creatures [{:type :monster, :creature {:monster :bianca, :num 1}}
{:type :monster, :creature {:monster :wesencia}} {:type :monster, :creature
{:monster :kellen}}], :name "Werewolf Den Deep Caves", :option-pack "Curse of
Strahd", :key :werewolf-den-deep-caves}, :tsolenka-pass-guard-tower-rooftop
{:creatures [{:type :monster, :creature {:monster :snow-maidens, :num
6}}], :option-pack "Curse of Strahd", :name "Tsolenka Pass Guard Tower
Rooftop", :key :tsolenka-pass-guard-tower-rooftop}, :death-house-childrens-room
{:creatures [{:type :monster, :creature {:monster :rose}}
{:type :monster, :creature {:monster :thorn}}], :option-pack "Curse of
Strahd", :name "Death House Children's Room", :key :death-house-childrens-
room}, :the-wizard-of-wines-wine-celler {:creatures [{:type :monster, :creature
{:monster :twig-blight, :num 5}} {:type :monster, :creature
{:monster :druid}}], :name "The Wizard of Wines Wine Celler", :option-pack "Curse
of Strahd", :key :the-wizard-of-wines-wine-celler}, :wachterhaus-library
{:creatures [{:type :monster, :creature {:monster :cat, :num 8}}], :name
"Wachterhaus Library", :option-pack "Curse of Strahd", :key :wachterhaus-
library}, :abbey-north-gate {:creatures [{:type :monster, :creature
{:monster :zygfrek-belview, :num 1}} {:type :monster, :creature {:monster :otto-
belview, :num 1}}], :option-pack "Curse of Strahd", :name "Abbey North
Gate", :key :abbey-north-gate}, :arrigals-hunt {:creatures
[{:type :monster, :creature {:monster :ezmerelda-davenir, :num 1}} {:type :monster,
:creature {:monster :riding-horse}} {:type :monster, :creature {:monster :arrigal}}
{:type :monster, :creature {:monster :bandit, :num 2}} {:type :monster, :creature
{:monster :riding-horse}} {:type :monster, :creature {:monster :dire-wolf, :num
2}}], :option-pack "Curse of Strahd", :name "Arrigal's Hunt", :key :arrigals-hunt},
:castle-ravenloft-portrait-of-strahd {:creatures [{:type :monster, :creature
{:monster :rug-of-smothering, :num 1}} {:type :monster, :creature
{:monster :guardian-portrait}}], :name "Castle Ravenloft Portrait of
Strahd", :option-pack "Curse of Strahd", :key :castle-ravenloft-portrait-of-
strahd}, :berez-ulrich-mansion {:creatures [{:type :monster, :creature
{:monster :lazlo-ulrich, :num 1}}], :option-pack "Curse of Strahd", :name "Berez
Ulrich Mansion", :key :berez-ulrich-mansion}, :castle-ravenloft-dining-hall-of-the-
count {:creatures [{:type :monster, :creature {:monster :invisible-stalker, :num
1}}], :name "Castle Ravenloft Dining Hall of the Count", :option-pack "Curse of
Strahd", :key :castle-ravenloft-dining-hall-of-the-count}, :argynvostholt-dragons-
audience-hall {:creatures [{:type :monster, :creature {:monster :vladimir-
horngaard, :num 1}} {:type :monster, :creature {:monster :phantom-warrior, :num
6}}], :option-pack "Curse of Strahd", :name "Argynvostholt Dragons' Audience Hall",
:key :argynvostholt-dragons-audience-hall}, :berez-standing-stones {:creatures
[{:type :monster, :creature {:monster :muriel-vinshaw, :num 1}}], :option-pack
"Curse of Strahd", :name "Berez Standing Stones", :key :berez-standing-
stones}, :death-house-nursemaids-suite {:creatures [{:type :monster, :creature
{:monster :nursemaid}}], :option-pack "Curse of Strahd", :name "Death House
Nursemaid's Suite", :key :death-house-nursemaids-suite}, :werewolf-den-shrine-of-
mother-night {:creatures [{:type :monster, :creature {:monster :zuleika-
toranescu, :num 1}}], :name "Werewolf Den Shrine of Mother Night", :option-pack
"Curse of Strahd", :key :werewolf-den-shrine-of-mother-night}, :the-amber-temple-
vault-of-shalx {:creatures [{:type :monster, :creature {:monster :flameskull, :num
3}}], :name "The Amber Temple Vault of Shalx", :option-pack "Curse of Strahd", :key
:the-amber-temple-vault-of-shalx}, :blinsky-toys {:creatures
[{:type :monster, :creature {:monster :gadof-blinsky, :num 1}}
{:type :monster, :creature {:monster :baboon}}], :name "Blinsky Toys", :option-pack
"Curse of Strahd", :key :blinsky-toys}, :castle-ravenloft-torture-chamber
{:creatures [{:type :monster, :creature {:monster :strahd-zombies, :num 6}}], :name
"Castle Ravenloft Torture Chamber", :option-pack "Curse of Strahd", :key :castle-
ravenloft-torture-chamber}, :vistani-camp-wagon-of-gambling-vistani {:creatures
[{:type :monster, :creature {:monster :bandit, :num 3}}], :option-pack "Curse of
Strahd", :name "Vistani Camp Wagon of Gambling Vistani", :key :vistani-camp-wagon-
of-gambling-vistani}, :tsolenka-pass-demon-statues {:creatures
[{:type :monster, :creature {:monster :vrock, :num 2}}], :option-pack "Curse of
Strahd", :name "Tsolenka Pass Demon Statues", :key :tsolenka-pass-demon-
statues}, :van-richtens-tower-door {:creatures [{:type :monster, :creature
{:monster :young-blue-dragon, :num 1}}], :option-pack "Curse of Strahd", :name "Van
Richten's Tower Door", :key :van-richtens-tower-door}, :wachterhaus-servants-
quarters {:creatures [{:type :monster, :creature {:monster :commoner, :num
4}}], :name "Wachterhaus Servants' Quarters", :option-pack "Curse of
Strahd", :key :wachterhaus-servants-quarters}, :special-delivery {:creatures
[{:type :monster, :creature {:monster :draft-horse, :num 1}}
{:type :monster, :creature {:monster :kolya}} {:type :monster, :creature
{:monster :swarm-of-bats}}], :option-pack "Curse of Strahd", :name "Special
Delivery", :key :special-delivery}, :abbey-farden-gatehouse {:creatures
[{:type :monster, :creature {:monster :wight, :num 7}}], :option-pack "Curse of
Strahd", :name "Abbey Farden Gatehouse", :key :abbey-farden-gatehouse}, :plea-for-
help {:creatures [{:type :monster, :creature {:monster :arrigal}}], :name "Plea for
Help", :option-pack "Curse of Strahd", :key :plea-for-help}, :black-carriage
{:creatures [{:type :monster, :creature {:monster :draft-horse, :num 2}}], :name
"Black Carriage", :option-pack "Curse of Strahd", :key :black-
carriage}, :mysterious-visitors {:creatures [{:type :monster, :creature
{:monster :stanimir}} {:type :monster, :creature {:monster :damia}}
{:type :monster, :creature {:monster :ratka}} {:type :monster, :creature
{:monster :bandit, :num 12}} {:type :monster, :creature {:monster :draft-
horse, :num 6}}], :name "Mysterious Visitors", :option-pack "Curse of Strahd", :key
:mysterious-visitors}, :abbey-quarreling-mongrelfok {:creatures
[{:type :monster, :creature {:monster :mongrelfolk, :num 5}}], :option-pack "Curse
of Strahd", :name "Abbey Quarreling Mongrelfok", :key :abbey-quarreling-
mongrelfok}, :death-house-escape {:creatures [{:type :monster, :creature
{:monster :swarm-of-rats}}], :option-pack "Curse of Strahd", :name "Death House
Escape", :key :death-house-escape}, :abbey-madhouse {:creatures
[{:type :monster, :creature {:monster :flesh-golem, :num 1}}
{:type :monster, :creature {:monster :mongrelfolk, :num 10}}
{:type :monster, :creature {:monster :mongrelfolk, :num 10}}
{:type :monster, :creature {:monster :mongrelfolk, :num 10}}
{:type :monster, :creature {:monster :mongrelfolk, :num 10}}
{:type :monster, :creature {:monster :mongrelfolk, :num 10}}
{:type :monster, :creature {:monster :mongrelfolk, :num 10}}], :option-pack "Curse
of Strahd", :name "Abbey Madhouse", :key :abbey-madhouse}, :the-amber-temple-god-
of-secrets {:creatures [{:type :monster, :creature {:monster :nefron, :num
1}}], :name "The Amber Temple God of Secrets", :option-pack "Curse of Strahd", :key
:the-amber-temple-god-of-secrets}, :castle-ravenloft-guards-quarters {:creatures
[{:type :monster, :creature {:monster :skeleton, :num 10}}], :name "Castle
Ravenloft Guards' Quarters", :option-pack "Curse of Strahd", :key :castle-
ravenloft-guards-quarters}, :castle-ravenloft-lounge {:creatures
[{:type :monster, :creature {:monster :escher, :num 1}} {:type :monster, :creature
{:monster :vampire-spawn}}], :name "Castle Ravenloft Lounge", :option-pack "Curse
of Strahd", :key :castle-ravenloft-lounge}, :kasmirs-dark-gift {:creatures
[{:type :monster, :creature {:monster :kasimir-velikov, :num 1}}], :name "Kasmir's
Dark Gift", :option-pack "Curse of Strahd", :key :kasmirs-dark-gift}, :death-house-
ghoulish-encounter {:creatures [{:type :monster, :creature {:monster :ghoul, :num
4}}], :option-pack "Curse of Strahd", :name "Death House Ghoulish
Encounter", :key :death-house-ghoulish-encounter}, :argynvostholt-northeast-guest-
room {:creatures [{:type :monster, :creature {:monster :smoke-mephit, :num
1}}], :option-pack "Curse of Strahd", :name "Argynvostholt Northeast Guest
Room", :key :argynvostholt-northeast-guest-room}, :the-amber-temple-vault-of-
harkotha {:creatures [{:type :monster, :creature {:monster :death-slaad, :num 1}}],
:name "The Amber Temple Vault of Harkotha", :option-pack "Curse of
Strahd", :key :the-amber-temple-vault-of-harkotha}, :abbey-tethering-posts
{:creatures [{:type :monster, :creature {:monster :mishka-belview, :num
1}}], :option-pack "Curse of Strahd", :name "Abbey Tethering Posts", :key
:abbey-tethering-posts}, :castle-ravenloft-great-entry {:creatures
[{:type :monster, :creature {:monster :rahadin, :num 1}} {:type :monster, :creature
{:monster :gargoyle, :num 8}}], :option-pack "Curse of Strahd", :name "Castle
Ravenloft Great Entry", :key :castle-ravenloft-great-entry}, :castle-ravenloft-
strahds-tomb {:creatures [{:type :monster, :creature {:monster :ludmilla-vilisevic,
:num 1}} {:type :monster, :creature {:monster :anastrasya-karelova}}
{:type :monster, :creature {:monster :volenta-popofsy}}], :name "Castle Ravenloft
Strahd's Tomb", :option-pack "Curse of Strahd", :key :castle-ravenloft-strahds-
tomb}, :werewolf-den-wolf-den {:creatures [{:type :monster, :creature
{:monster :wolf, :num 9}} {:type :monster, :creature {:monster :skennis}}], :name
"Werewolf Den Wolf Den", :option-pack "Curse of Strahd", :key :werewolf-den-wolf-
den}, :blue-water-inn-stable {:creatures [{:type :monster, :creature
{:monster :draft-horse}}], :name "Blue Water Inn Stable", :option-pack "Curse of
Strahd", :key :blue-water-inn-stable}, :blue-water-inn-ravens-loft {:creatures
[{:type :monster, :creature {:monster :swarm-of-ravens, :num 4}}], :name "Blue
Water Inn Ravens' Loft", :option-pack "Curse of Strahd", :key :blue-water-inn-
ravens-loft}, :castle-ravenloft-catacomb-14 {:creatures [{:type :monster, :creature
{:monster :wight, :num 15}}], :name "Castle Ravenloft Catacomb 14", :option-pack
"Curse of Strahd", :key :castle-ravenloft-catacomb-14}, :castle-ravenloft-kitchen
{:creatures [{:type :monster, :creature {:monster :zombie, :num 3}}], :name "Castle
Ravenloft Kitchen", :option-pack "Curse of Strahd", :key :castle-ravenloft-
kitchen}, :the-wizard-of-wines-fermentation-vats {:creatures
[{:type :monster, :creature {:monster :swarm-of-ravens, :num 4}}
{:type :monster, :creature {:monster :twig-blight, :num 12}}
{:type :monster, :creature {:monster :twig-blight, :num 12}}
{:type :monster, :creature {:monster :druid}}], :name "The Wizard of Wines
Fermentation Vats", :option-pack "Curse of Strahd", :key :the-wizard-of-wines-
fermentation-vats}, :abbey-chicken-sheds {:creatures [{:type :monster, :creature
{:monster :mongrelfolk, :num 9}}], :option-pack "Curse of Strahd", :name "Abbey
Chicken Sheds", :key :abbey-chicken-sheds}, :the-amber-temple-ghastly-vault
{:creatures [{:type :monster, :creature {:monster :drizlash-ghast, :num 7}}], :name
"The Amber Temple Ghastly Vault", :option-pack "Curse of Strahd", :key :the-amber-
temple-ghastly-vault}, :lake-zarovich {:creatures [{:type :monster, :creature
{:monster :bluto-krogarov}} {:type :monster, :creature
{:monster :arrebelle}}], :name "Lake Zarovich", :option-pack "Curse of
Strahd", :key :lake-zarovich}, :the-amber-temple-sealed-treasury {:creatures
[{:type :monster, :creature {:monster :amber-golem, :num 1}}], :name "The Amber
Temple Sealed Treasury", :option-pack "Curse of Strahd", :key :the-amber-temple-
sealed-treasury}, :old-bonegrinder-bedroom {:creatures [{:type :monster, :creature
{:monster :bella-sunbane, :num 1}} {:type :monster, :creature {:monster :offalia-
wormwiggle}}], :option-pack "Curse of Strahd", :name "Old Bonegrinder
Bedroom", :key :old-bonegrinder-bedroom}, :castle-ravenloft-entry {:creatures
[{:type :monster, :creature {:monster :red-dragon-wyrmling, :num 4}}], :option-pack
"Curse of Strahd", :name "Castle Ravenloft Entry", :key :castle-ravenloft-
entry}, :the-amber-temple-breached-vault {:creatures [{:type :monster, :creature
{:monster :nothic, :num 4}}], :name "The Amber Temple Breached Vault", :option-pack
"Curse of Strahd", :key :the-amber-temple-breached-vault}, :castle-ravenloft-
catacomb-34 {:creatures [{:type :monster, :creature {:monster :king-dostrons-
imp, :num 1}}], :name "Castle Ravenloft Catacomb 34", :option-pack "Curse of
Strahd", :key :castle-ravenloft-catacomb-34}, :ezmereldas-retreat {:creatures
[{:type :monster, :creature {:monster :ezmerelda-davenir, :num 1}} {:type :monster,
:creature {:monster :riding-horse, :num 1}}], :name "Ezmerelda's Retreat", :option-
pack "Curse of Strahd", :key :ezmereldas-retreat}, :argynvostholt-chapel-of-morning
{:creatures [{:type :monster, :creature {:monster :barovian-revenant, :num
3}}], :option-pack "Curse of Strahd", :name "Argynvostholt Chapel of Morning", :key
:argynvostholt-chapel-of-morning}, :leader-of-the-pack {:creatures
[{:type :monster, :creature {:monster :kiril-stoyanovich, :num 1}} {:type :monster,
:creature {:monster :werewolf, :num 6}} {:type :monster, :creature {:monster :wolf,
:num 9}}], :name "Leader of the Pack", :option-pack "Curse of
Strahd", :key :leader-of-the-pack}, :barovia-church {:creatures
[{:type :monster, :creature {:monster :donavich}} {:type :monster, :creature
{:monster :doru}}], :name "Barovia Church", :option-pack "Curse of
Strahd", :key :barovia-church}, :castle-ravenloft-heart-of-sorrow {:creatures
[{:type :monster, :creature {:monster :flying-halbered, :num 10}}
{:type :monster, :creature {:monster :vampire, :num 4}} {:type :monster, :creature
{:monster :heart-of-sorrow}}], :name "Castle Ravenloft Heart of Sorrow", :option-
pack "Curse of Strahd", :key :castle-ravenloft-heart-of-sorrow}, :wachterhaus-
cellar {:creatures [{:type :monster, :creature {:monster :skeleton, :num
8}}], :name "Wachterhaus Cellar", :option-pack "Curse of
Strahd", :key :wachterhaus-cellar}, :death-house-storage-room {:creatures
[{:type :monster, :creature {:monster :nursemaid}}], :option-pack "Curse of
Strahd", :name "Death House Storage Room", :key :death-house-storage-
room}, :argynvostholt-beacon-turret {:creatures [{:type :monster, :creature
{:monster :phantom-warrior-ranged, :num 4}}], :option-pack "Curse of Strahd", :name
"Argynvostholt Beacon Turret", :key :argynvostholt-beacon-turret}, :wachterhaus-
cult-headquarters {:creatures [{:type :monster, :creature {:monster :cult-
fanatic, :num 4}} {:type :monster, :creature {:monster :majesto}}], :name
"Wachterhaus Cult Headquarters", :option-pack "Curse of Strahd", :key :wachterhaus-
cult-headquarters}, :the-amber-temple-sleeping-guardian {:creatures
[{:type :monster, :creature {:monster :shield-guardian, :num 1}}], :name "The Amber
Temple Sleeping Guardian", :option-pack "Curse of Strahd", :key :the-amber-temple-
sleeping-guardian}, :castle-ravenloft-servants-hall {:creatures
[{:type :monster, :creature {:monster :clovin-belview, :num 1}}], :name "Castle
Ravenloft Servants' Hall", :option-pack "Curse of Strahd", :key :castle-ravenloft-
servants-hall}, :werewolves-in-the-mist {:creatures [{:type :monster, :creature
{:monster :zelraun-roringhorn}} {:type :monster, :creature {:monster :lanniver-
strayl}} {:type :monster, :creature {:monster :eravien-haund}}
{:type :monster, :creature {:monster :davra-jassur}}], :name "Werewolves in the
Mist", :option-pack "Curse of Strahd", :key :werewolves-in-the-mist}, :castle-
ravenloft-brazier-room {:creatures [{:type :monster, :creature {:monster :iron-
golem, :num 2}}], :name "Castle Ravenloft Brazier Room", :option-pack "Curse of
Strahd", :key :castle-ravenloft-brazier-room}, :the-amber-temple-lecture-hall
{:creatures [{:type :monster, :creature {:monster :vilnius, :num 1}}
{:type :monster, :creature {:monster :quasit}}], :name "The Amber Temple Lecture
Hall", :option-pack "Curse of Strahd", :key :the-amber-temple-lecture-
hall}, :vallaki-to-arms- {:creatures [{:type :monster, :creature
{:monster :vallaki-guard, :num 12}} {:type :monster, :creature
{:monster :guard, :num 12}} {:type :monster, :creature {:monster :commoner, :num
10}} {:type :monster, :creature {:monster :commoner, :num 10}}
{:type :monster, :creature {:monster :commoner, :num 10}}
{:type :monster, :creature {:monster :commoner, :num 10}}
{:type :monster, :creature {:monster :commoner, :num 10}}], :name "Vallaki \"To
Arms\"", :option-pack "Curse of Strahd", :key :vallaki-to-arms-}, :castle-
ravenloft-catacomb-27 {:creatures [{:type :monster, :creature {:monster :giant-
wolf-spider, :num 3}}], :name "Castle Ravenloft Catacomb 27", :option-pack "Curse
of Strahd", :key :castle-ravenloft-catacomb-27}, :st-andrals-feast {:creatures
[{:type :monster, :creature {:monster :swarm-of-bats, :num 4}}
{:type :monster, :creature {:monster :strahd-von-zarovich}}
{:type :monster, :creature {:monster :vampire-spawn, :num 6}}], :option-pack "Curse
of Strahd", :name "St. Andral's Feast", :key :st-andrals-feast}, :baba-lysagas-hut
{:creatures [{:type :monster, :creature {:monster :baba-lysaga, :num 1}}
{:type :monster, :creature {:monster :swarm-of-ravens, :num 2}}
{:type :monster, :creature {:monster :crawling-claw, :num 4}}], :option-pack "Curse
of Strahd", :name "Baba Lysaga's Hut", :key :baba-lysagas-hut}, :krezk-gatehouse
{:creatures [{:type :monster, :creature {:monster :scout, :num 2}} {:type :monster,
:creature {:monster :guard, :num 4}}], :option-pack "Curse of Strahd", :name "Krezk
Gatehouse", :key :krezk-gatehouse}, :castle-ravenloft-catacomb-21 {:creatures
[{:type :monster, :creature {:monster :banshee, :num 1}}], :name "Castle Ravenloft
Catacomb 21", :option-pack "Curse of Strahd", :key :castle-ravenloft-catacomb-
21}, :skeletal-rider {:creatures [{:type :monster, :creature {:monster :skeleton}}
{:type :monster, :creature {:monster :warhorse-skeleton}}], :name "Skeletal Rider",
:option-pack "Curse of Strahd", :key :skeletal-rider}, :abbey-loft-and-belfry
{:creatures [{:type :monster, :creature {:monster :clovin-belview, :num
1}}], :option-pack "Curse of Strahd", :name "Abbey Loft and Belfry", :key :abbey-
loft-and-belfry}, :castle-ravenloft-catacomb-35 {:creatures
[{:type :monster, :creature {:monster :ghoul, :num 6}}], :name "Castle Ravenloft
Catacomb 35", :option-pack "Curse of Strahd", :key :castle-ravenloft-catacomb-
35}, :abbey-haunted-hospital {:creatures [{:type :monster, :creature
{:monster :shadow, :num 6}}], :option-pack "Curse of Strahd", :name "Abbey Haunted
Hospital", :key :abbey-haunted-hospital}, :castle-ravenloft-element-room
{:creatures [{:type :monster,
:creature {:monster :vampire-spawn, :num 1}}], :name "Castle Ravenloft Element
Room", :option-pack "Curse of Strahd", :key :castle-ravenloft-element-
room}, :berez-ulrich-mansion-pen {:creatures [{:type :monster, :creature
{:monster :goat, :num 9}}], :option-pack "Curse of Strahd", :name "Berez Ulrich
Mansion Pen", :key :berez-ulrich-mansion-pen}, :castle-ravenloft-north-tower-
rooftop {:creatures [{:type :monster, :creature {:monster :swarm-of-bats, :num
10}}], :name "Castle Ravenloft North Tower Rooftop", :option-pack "Curse of
Strahd", :key :castle-ravenloft-north-tower-rooftop}, :abbey-morgue {:creatures
[{:type :monster, :creature {:monster :raven, :num 1}}], :option-pack "Curse of
Strahd", :name "Abbey Morgue", :key :abbey-morgue}, :the-amber-temple-plundered-
treasure {:creatures [{:type :monster, :creature {:monster :poltergeist, :num 4}}],
:name "The Amber Temple Plundered Treasure", :option-pack "Curse of
Strahd", :key :the-amber-temple-plundered-treasure}, :abbey-fearful-mongrelfok
{:creatures [{:type :monster, :creature {:monster :mongrelfolk, :num 3}}], :option-
pack "Curse of Strahd", :name "Abbey Fearful Mongrelfok", :key :abbey-fearful-
mongrelfok}, :abbey-mongrelfok-babies {:creatures [{:type :monster, :creature
{:monster :mongrelfolk, :num 10}}], :option-pack "Curse of Strahd", :name "Abbey
Mongrelfok Babies", :key :abbey-mongrelfok-babies}, :something-borrowed {:creatures
[{:type :monster, :creature {:monster :anna-krezkov, :num 1}}
{:type :monster, :creature {:monster :guard, :num 2}} {:type :monster, :creature
{:monster :commoner, :num 4}} {:type :monster, :creature
{:monster :mule}}], :option-pack "Curse of Strahd", :name "Something
Borrowed", :key :something-borrowed}, :van-richtens-tower-first-floor {:creatures
[{:type :monster, :creature {:monster :clay-golem, :num 4}}], :name "Van Richten's
Tower First Floor", :option-pack "Curse of Strahd", :key :van-richtens-tower-first-
floor}, :st-andrals-church {:creatures [{:type :monster, :creature
{:monster :father-lucian-petrovich, :num 1}} {:type :monster, :creature
{:monster :milijov, :num 1}}], :name "St. Andral's Church", :option-pack "Curse of
Strahd", :key :st-andrals-church}, :abbey-incanting-mongrelfok {:creatures
[{:type :monster, :creature {:monster :mongrelfolk, :num 7}}], :option-pack "Curse
of Strahd", :name "Abbey Incanting Mongrelfok", :key :abbey-incanting-
mongrelfok}, :abbey-well {:creatures [{:type :monster, :creature {:monster :mishka-
belview, :num 1}}], :option-pack "Curse of Strahd", :name "Abbey
Well", :key :abbey-well}, :the-amber-temple-northeast-annex {:creatures
[{:type :monster, :creature {:monster :amber-golem, :num 2}}], :name "The Amber
Temple Northeast Annex", :option-pack "Curse of Strahd", :key :the-amber-temple-
northeast-annex}, :the-amber-temple-lichs-lair {:creatures
[{:type :monster, :creature {:monster :exenther-broken, :num 1}}], :name "The Amber
Temple Lich's Lair", :option-pack "Curse of Strahd", :key :the-amber-temple-lichs-
lair}, :castle-ravenloft-catacomb-4 {:creatures [{:type :monster, :creature
{:monster :ghost, :num 1}}], :name "Castle Ravenloft Catacomb 4", :option-pack
"Curse of Strahd", :key :castle-ravenloft-catacomb-4}, :blue-water-inn {:creatures
[{:type :monster, :creature {:monster :urwin-martikov}} {:type :monster, :creature
{:monster :danika-dorakova}} {:type :monster, :creature {:monster :brom}}
{:type :monster, :creature {:monster :bray}}], :name "Blue Water Inn", :option-pack
"Curse of Strahd", :key :blue-water-inn}, :blood-of-the-vine-tavern {:creatures
[{:type :monster, :creature {:monster :ismark}} {:type :monster, :creature
{:monster :arik-lorensk}} {:type :monster, :creature {:monster :alenka}}
{:type :monster, :creature {:monster :mirabel}} {:type :monster, :creature
{:monster :sorvia}}], :name "Blood of the Vine Tavern", :option-pack "Curse of
Strahd", :key :blood-of-the-vine-tavern}, :argynvostholt-spiders-ballroom
{:creatures [{:type :monster, :creature {:monster :giant-spider, :num
9}}], :option-pack "Curse of Strahd", :name "Argynvostholt Spiders' Ballroom", :key
:argynvostholt-spiders-ballroom}, :the-amber-temple-southeast-annex {:creatures
[{:type :monster, :creature {:monster :flameskull, :num 3}}], :name "The Amber
Temple Southeast Annex", :option-pack "Curse of Strahd", :key :the-amber-temple-
southeast-annex}, :the-amber-temple-northwest-annex {:creatures
[{:type :monster, :creature {:monster :specter, :num 7}}], :name "The Amber Temple
Northwest Annex", :option-pack "Curse of Strahd", :key :the-amber-temple-northwest-
annex}, :abbey-barracks {:creatures [{:type :monster, :creature
{:monster :ezmerelda-davenir, :num 1}}], :option-pack "Curse of Strahd", :name
"Abbey Barracks", :key :abbey-barracks}, :castle-ravenloft-familiar-room
{:creatures [{:type :monster, :creature {:monster :cat, :num 3}}], :name "Castle
Ravenloft Familiar Room", :option-pack "Curse of Strahd", :key :castle-ravenloft-
familiar-room}, :creeping-hut {:creatures [{:type :monster, :creature
{:monster :baba-lysagas-creeping-hut, :num 1}}], :option-pack "Curse of
Strahd", :name "Creeping Hut", :key :creeping-hut}, :argynvostholt-beacon-of-
argynvostholt {:creatures [{:type :monster, :creature {:monster :raven, :num
1}}], :option-pack "Curse of Strahd", :name "Argynvostholt Beacon of
Argynvostholt", :key :argynvostholt-beacon-of-argynvostholt}, :vallaki-
burgomasters-mansion-servants-quarters {:creatures [{:type :monster, :creature
{:monster :commoner, :num 2}}], :name "Vallaki Burgomaster's Mansion Servants'
Quarters", :option-pack "Curse of Strahd", :key :vallaki-burgomasters-mansion-
servants-quarters}, :the-wizard-of-wines {:creatures [{:type :monster, :creature
{:monster :wereraven, :num 1}} {:type :monster, :creature {:monster :needle-blight,
:num 15}} {:type :monster, :creature {:monster :needle-blight, :num 15}}], :name
"The Wizard of Wines", :option-pack "Curse of Strahd", :key :the-wizard-of-
wines}, :vallaki-burgomasters-mansion-izeks-bedroom {:creatures
[{:type :monster, :creature {:monster :izek-strazni, :num 1}}], :name "Vallaki
Burgomaster's Mansion Izek's Bedroom", :option-pack "Curse of
Strahd", :key :vallaki-burgomasters-mansion-izeks-bedroom}, :castle-ravenloft-
kings-bedchamber {:creatures [{:type :monster, :creature {:monster :gertruda, :num
1}}], :name "Castle Ravenloft King's Bedchamber", :option-pack "Curse of
Strahd", :key :castle-ravenloft-kings-bedchamber}, :old-bonegrinder-bone-mill
{:creatures [{:type :monster, :creature {:monster :morgantha, :num 1}}], :option-
pack "Curse of Strahd", :name "Old Bonegrinder Bone Mill", :key :old-bonegrinder-
bone-mill}, :the-wizard-of-wines-printing-press {:creatures
[{:type :monster, :creature {:monster :vine-blight, :num 2}}
{:type :monster, :creature {:monster :druid}}], :name "The Wizard of Wines Printing
press", :option-pack "Curse of Strahd", :key :the-wizard-of-wines-printing-
press}, :vallaki-burgomasters-mansion-locked-closet {:creatures
[{:type :monster, :creature {:monster :udo-lukovich, :num 1}}], :name "Vallaki
Burgomaster's Mansion Locked Closet", :option-pack "Curse of
Strahd", :key :vallaki-burgomasters-mansion-locked-closet}, :vallaki-burgomasters-
mansion {:creatures [{:type :monster, :creature {:monster :commoner}}], :name
"Vallaki Burgomaster's Mansion", :option-pack "Curse of Strahd", :key :vallaki-
burgomasters-mansion}, :the-amber-temple-amber-vault {:creatures
[{:type :monster, :creature {:monster :vampire-spawn, :num 6}}], :name "The Amber
Temple Amber Vault", :option-pack "Curse of Strahd", :key :the-amber-temple-amber-
vault}, :something-new {:creatures [{:type :monster, :creature {:monster :kretyana-
dolvof, :num 1}}], :option-pack "Curse of Strahd", :name "Something
New", :key :something-new}, :coffin-makers-shop {:creatures
[{:type :monster, :creature {:monster :henrik-van-der-voort, :num 1}}], :name
"Coffin Maker's Shop", :option-pack "Curse of Strahd", :key :coffin-makers-
shop}, :the-amber-temple-lower-east-hall {:creatures [{:type :monster, :creature
{:monster :barovian-witch, :num 3}} {:type :monster, :creature {:monster :broom-of-
animated-attack, :num 3}}], :name "The Amber Temple Lower East hall", :option-pack
"Curse of Strahd", :key :the-amber-temple-lower-east-hall}, :donkey-headed-
criminals {:creatures [{:type :monster, :creature {:monster :commoner, :num
5}}], :name "Donkey-Headed Criminals", :option-pack "Curse of
Strahd", :key :donkey-headed-criminals}, :the-wizard-of-wines-stables {:creatures
[{:type :monster, :creature {:monster :draft-horse, :num 2}}], :name "The Wizard of
Wines Stables", :option-pack "Curse of Strahd", :key :the-wizard-of-wines-stables},
:druids-ritual {:creatures [{:type :monster, :creature {:monster :strahd-von-
zarovich, :num 1}} {:type :monster, :creature {:monster :beucephalus, :num 1}}
{:type :monster, :creature {:monster :tree-blight, :num 1}}], :name "Druids'
Ritual", :option-pack "Curse of Strahd", :key :druids-ritual}, :argynvostholt-
knights-quarters-1 {:creatures [{:type :monster, :creature {:monster :phantom-
warrior, :num 4}}], :option-pack "Curse of Strahd", :name "Argynvostholt Knights'
Quarters 1", :key :argynvostholt-knights-quarters-1}, :krezk-militia {:creatures
[{:type :monster, :creature {:monster :scout, :num 2}} {:type :monster, :creature
{:monster :guard, :num 8}} {:type :monster, :creature {:monster :commoner, :num
10}} {:type :monster, :creature {:monster :commoner, :num 10}}
{:type :monster, :creature {:monster :commoner, :num 10}}
{:type :monster, :creature {:monster :commoner, :num 10}}], :option-pack "Curse of
Strahd", :name "Krezk Militia", :key :krezk-militia}, :castle-ravenloft-catacomb-39
{:creatures [{:type :monster, :creature {:monster :beucephalus, :num 1}}], :name
"Castle Ravenloft Catacomb 39", :option-pack "Curse of Strahd", :key :castle-
ravenloft-catacomb-39}, :old-bonegrinder-ground-floor {:creatures [{:type :monster,
:creature {:monster :dretch, :num 6}}], :option-pack
"Curse of Strahd", :name "Old Bonegrinder Ground Floor", :key :old-bonegrinder-
ground-floor}, :vallaki-burgomasters-mansion-dining-room {:creatures
[{:type :monster, :creature {:monster :commoner, :num 8}}], :name "Vallaki
Burgomaster's Mansion Dining Room", :option-pack "Curse of Strahd", :key :vallaki-
burgomasters-mansion-dining-room}, :van-richtens-tower-fourth-floor {:creatures
[{:type :monster, :creature {:monster :animated-armor, :num 1}}], :name "Van
Richten's Tower Fourth Floor", :option-pack "Curse of Strahd", :key :van-richtens-
tower-fourth-floor}, :death-house-cult-leaders-quarters {:creatures
[{:type :monster, :creature {:monster :ghast, :num 2}}], :option-pack "Curse of
Strahd", :name "Death House Cult Leader's Quarters", :key :death-house-cult-
leaders-quarters}, :roc-of-mount-ghakis {:creatures [{:type :monster, :creature
{:monster :roc, :num 1}}], :option-pack "Curse of Strahd", :name "Roc of Mount
Ghakis", :key :roc-of-mount-ghakis}, :castle-ravenloft-north-dungeon {:creatures
[{:type :monster, :creature {:monster :gray-ooze, :num 1}}], :name "Castle
Ravenloft North Dungeon", :option-pack "Curse of Strahd", :key :castle-ravenloft-
north-dungeon}, :town-square {:creatures [{:type :monster, :creature
{:monster :izek-strazni, :num 1}} {:type :monster, :creature {:monster :guard, :num
2}}], :name "Town Square", :option-pack "Curse of Strahd", :key :town-
square}, :abbey-garden-gatehouse {:creatures [{:type :monster, :creature
{:monster :wight, :num 7}}], :option-pack "Curse of Strahd", :name "Abbey Garden
Gatehouse", :key :abbey-garden-gatehouse}, :argynvostholt-knights-quarters-2
{:creatures [{:type :monster, :creature {:monster :phantom-warrior, :num
3}}], :option-pack "Curse of Strahd", :name "Argynvostholt Knights' Quarters
2", :key :argynvostholt-knights-quarters-2}, :castle-ravenloft-belfry {:creatures
[{:type :monster, :creature {:monster :giant-spider, :num 5}}], :name "Castle
Ravenloft Belfry", :option-pack "Curse of Strahd", :key :castle-ravenloft-
belfry}, :mad-marys-townhouse {:creatures [{:type :monster, :creature
{:monster :mad-mary}}], :name "Mad Mary's Townhouse", :option-pack "Curse of
Strahd", :key :mad-marys-townhouse}}, :orcpub.dnd.e5/monsters {:doru
{:key :doru, :int 12, :speed "30", :name "Doru", :alignment "neutral evil", :cha
12, :hit-points {:die-count 10, :die 8, :modifier
33}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 15,
:skills {:perception 3, :stealth 6}, :str 16, :saving-throws {:dex 6, :wis
3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-resistance
{:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language
{:common true}}, :traits [{:name "Regeneration", :description "The vampire regains
10 hit points at the start of its turn if it has at least 1 hit point and isn’t in
sunlight or running water. If the vampire takes radiant damage or damage from holy
water, this trait doesn’t function at the start of the vampire’s next turn."}
{:name "Spider Climb", :description "The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check."}
{:name "Vampire Weaknesses", :description "The vampire has the following flaws:\n\
nForbiddance. The vampire can’t enter a residence without an invitation from one of
the occupants.\n\nHarmed by Running Water. The vampire takes 20 acid damage when it
ends its turn in running water.\n\nStake to the Heart. The vampire is destroyed if
a piercing weapon made of wood is driven into its heart while it is incapacitated
in its resting place.\n\nSunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, it has disadvantage
on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0."} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 13)."}]}, :the-abbot {:key :the-
abbot, :int 17, :speed "30, fly 90", :name "The Abbot", :alignment "lawful
evil", :cha 20, :hit-points {:die-count 16, :die 8, :modifier
64}, :type :celestial, :size :medium, :option-pack "Curse of Strahd", :armor-class
17, :skills {:insight 9, :perception 9}, :str 18, :saving-throws {:wis 9, :cha
9}, :challenge 10, :con 18, :dex 18, :wis 20, :props {:language {:common
false, :all true}, :damage-resistance {:radiant true, :bludgeoning true, :slashing
true, :piercing true}, :condition-immunity {:charmed true, :frightened
true}}, :traits [{:name "Angelic Weaons", :description "The deva’s weapon attacks
are magical. When the deva hits with any weapon, the weapon deals an extra 4d8
radiant damage (included in the attack)."} {:name "Innate
Spellcasting", :description "The deva’s spellcasting ability is Charisma (spell
save DC 17). The deva can innately cast the following spells, requiring only verbal
components:\n\nAt will: detect evil and good\n\n1/day each: commune, raise dead"}
{:name "Magic Resistance", :description "The deva has advantage on saving throws
against spells and other magical effects."} {:name "Multiattack
", :type :action, :description "The deva makes two melee attacks."} {:name
"Mace", :type :action, :description "Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage."}
{:type :action, :name "Healing Touch (3/Day)", :description "The deva touches
another creature. The target magically regains 20 (4d8 + 2) hit points and is freed
from any curse, disease, poison, blindness, or deafness."} {:name "Change
Shape", :type :action, :description "The deva magically polymorphs into a humanoid
or beast that has a challenge rating equal to or less than its own, or back into
its true form. It reverts to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the deva’s choice).\n\nIn a new
form, the deva retains its game statistics and ability to speak, but its AC,
movement modes, Strength, Dexterity, and special senses are replaced by those of
the new form, and it gains any statistics and capabilities (except class features,
legendary actions, and lair actions) that the new form has but that it
lacks."}]}, :dag-tomescu {:key :dag-tomescu, :int 13, :speed "30, fly 50 ft. in
raven and hybrid forms", :name "Dag Tomescu", :alignment "lawful good", :cha
14, :hit-points {:die-count 7, :die 8}, :type :humanoid, :size :medium, :option-
pack "Curse of Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str
10, :challenge 2, :con 11, :dex 15, :wis 15, :props {:language {:common
true}, :damage-resistance {:piercing true, :slashing true, :bludgeoning
true}}, :traits [{:name "Shapechanger", :description "The wereraven can use its
action to polymorph into a raven-humanoid hybrid or into a raven, or back into its
human form. Any equipment it is wearing or carrying isn’t transformed. It reverts
to its human form if it dies."} {:name "Mimicry", :description "The wereraven can
mimic simple sounds it has heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can tell they are imitations
with a successful DC 10 Wisdom (Insight) check."} {:description "The wereraven
makes two weapon attacks, one of which can be with its hand crossbow.", :name
"Multiattack (Human or Hybrid Form Only)", :type :action} {:description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven
form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it
must succeed on a DC 10 Constitution saving throw or be cursed with wereraven
lycanthropy.", :name "Beak (Raven or Hybrid Form Only)", :type :action} {:name
"Shortsword (Humanoid or Hybrid Form Only)", :description "Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.", :type :action}
{:type :action, :name "Hand Crossbow (Humanoid or Hybrid Form Only)", :description
"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2)
piercing damage."}]}, :aziana {:key :aziana, :int 10, :speed "30 (40 in wolf
form)", :name "Aziana", :alignment "chaotic evil", :cha 10, :hit-points {:die-count
9, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:common true}}, :traits [{:description "The
werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a
wolf, or back into its true form, which is humanoid. Its statistics, other than its
AC, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:name
"Keen Hearing and Smell", :description "The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell."} {:name "Multiattack (Humanoid
or Hybrid Form Only)", :description "The werewolf makes two attacks: one with its
bite and one with its claws or spear.", :type :action} {:description "Melee Weapon
Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must
succeed on a DC 12 Constitution saving throw or be cursed with werewolf
lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action} {:name
"Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action} {:description
"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used
with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :kolya {:key :kolya, :int 10, :speed "30", :name "Kolya",
:alignment "chaotic neutral", :cha 10, :hit-points {:die-count 2, :die 8, :modifier
2}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:perception ##NaN, :stealth ##NaN}, :str 11, :challenge 0.125, :con
12, :dex 12, :wis 10, :props {:language {:common true}}, :traits [{:name
"Scimitar", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) slashing damage."} {:name "Light Crossbow", :type
:action, :description "Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one
target. Hit: 5 (1d8 + 1) piercing damage."}]}, :mishka-belview {:key :mishka-
belview, :int 9, :speed "20", :name "Mishka Belview", :alignment "lawful
evil", :cha 6, :hit-points {:die-count 4, :die 8, :modifier
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:deception 2, :perception 2, :stealth 3}, :str 12, :challenge
0.25, :con 15, :dex 9, :wis 10, :props {:language {:common true}}, :traits [{:name
"Extraordinary Feature", :description "Spider Climb: The mongrelfolk can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check."} {:name "Mimicry", :description "The mongrelfolk can mimic any
sounds it has beard, including voices. A creature that hears the sounds can tell
they are imitations with a successful DC 12 Wisdom (Insight) check."}
{:type :action, :name "Multiattack", :description "The mongrelfolk makes two
attacks: one with its bite and one with its claw or dagger."} {:name
"Bite", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) piercing damage."} {:name
"Claw", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :zuleika-toranescu {:key :zuleika-toranescu, :int 10, :speed "30 (40
in wolf form)", :name "Zuleika Toranescu", :alignment "chaotic evil", :cha
10, :hit-points {:die-count 9, :die 8, :modifier
18}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:perception 4}, :str 15, :challenge 3, :con 14, :dex 13, :wis
12, :props {:damage-resistance {:bludgeoning false, :piercing false, :slashing
false}, :language {:common true}, :damage-immunity {:bludgeoning true, :slashing
true, :piercing true}}, :traits [{:description "The werewolf can use its action to
polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form,
which is humanoid. Its statistics, other than its AC, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.", :name "Shapechanger"} {:name "Keen Hearing and
Smell", :description "The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with
werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action}
{:name "Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action}
{:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage
if used with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :rictavio {:description "In addition to his sword cane,
Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a
spell scroll of raise dead.", :key :rictavio, :int 16, :speed "30", :name
"Rictavio", :alignment "lawful good", :cha 16, :hit-points {:die-count 14, :die
8, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 12, :skills {:arcana 9, :insight 7, :medicine 7, :perception
7, :religion 6, :sleight-of-hand 4}, :str 9, :saving-throws {:con 4, :wis
7}, :challenge 5, :con 13, :dex 12, :wis 18, :props {:language {:abyssal
true, :common true, :elvish true, :infernal true}}, :traits [{:name "Spellcasting",
:description "Rictavio is a 9th-level spellcaster. His spellcasting ability is
Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following
cleric spells prepared:\n\nCantrips (at will): guidance, light, mending,
thaumaturgy\n\n1st level (4 slots): cure wounds, detect evil and good, protection
from evil and good, sanctuary\n\n2nd level (3 slots): augury, lesser restoration,
protection from poison\n\n3rd level (3 slots): magic circle, remove curse, speak
with dead\n\n4th level (3 slots): death ward, freedom of movement\n\n5th level (1
slot): dispel evil and good"} {:name "Undead Slayer", :description "When Rictavio
hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of
the weapon’s type."} {:name "Multiattack", :description "Rictavio makes two attacks
with his sword cane."} {:name "Sword Cane", :description "Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or
piercing damage (silvered sword)."}]}, :rictavios-saber-toothed-tiger
{:key :rictavios-saber-toothed-tiger, :int 3, :speed "40", :name "Rictavio's Saber-
Toothed Tiger", :alignment "unaligned", :cha 8, :hit-points {:die-count 7, :die 10,
:modifier 39}, :type :beast, :size :large, :option-pack "Curse of Strahd", :armor-
class 17, :skills {:perception 3, :stealth 6}, :str 18, :challenge 3, :con 15, :dex
14, :wis 12, :traits [{:name "Keen Smell", :description "The tiger has advantage on
Wisdom (Perception) checks that rely on smell.\n\n"} {:name "Pounce", :description
"If the tiger moves at least 20 ft. straight toward a creature and then hits it
with a claw attack on the same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action."} {:name
"Bite", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (1d10 + 5) piercing damage."} {:name
"Claw", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage."}]}, :brom {:key :brom, :int
13, :speed "30, fly 50 ft. in raven and hybrid forms", :name "Brom", :alignment
"lawful good", :cha 14, :hit-points {:die-count 2, :die 8, :modifier
7}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:insight 4, :perception 6}, :str 10, :challenge 2, :con 11, :dex
15, :wis 15, :props {:language {:common true}, :damage-resistance {:piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."}]}, :martin {:key :martin, :int 13, :speed "30, fly 50 ft.
in raven and hybrid forms", :name "Martin", :alignment "lawful good", :cha
14, :hit-points {:die-count 2, :die 8, :modifier
7}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:insight 4, :perception 6}, :str 10, :challenge 2, :con 11, :dex
15, :wis 15, :props {:language {:common true}, :damage-resistance {:piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."}]}, :sir-klutz-tripalotsky {:key :sir-klutz-
tripalotsky, :int 8, :speed "30", :name "Sir Klutz Tripalotsky", :alignment "any
alignment", :cha 15, :hit-points {:die-count 6, :die 8, :modifier
18}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 16,
:skills {:perception 2, :stealth 4}, :str 16, :challenge 1, :con 16, :dex 12, :wis
10, :props {:damage-resistance {:bludgeoning true, :slashing true, :piercing true},
:damage-immunity {:cold true, :necrotic true, :poison true}, :condition-immunity
{:charmed
true, :frightened true, :grappled true, :paralyzed true, :petrified
true, :poisoned true, :prone true, :restrained true}}, :traits [{:name "Ethereal
Sight", :description "The phantom warrior can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa."} {:description "The phantom
warrior can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an
object.", :name "Incorporeal Movement"} {:description "The phantom warrior’s AC
accounts for its spectral armor and shield.", :name "Spectral Armor and Shield"}
{:description "The phantom warrior makes two attacks with its spectral longsword.",
:name "Multiattack"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8+3) force damage.", :name "Spectral Longsword"}
{:description "The phantom warrior enters the Ethereal Plane from the Material
Plane, or vice versa. It is visible on the Material Plane while it is in the Border
Ethereal, and vice versa, yet it can’t affect or be affected by anything on the
other plane.", :name "Etherealness"}]}, :barovian-revenant {:key :barovian-
revenant, :int 13, :speed "30", :name "Barovian Revenant", :alignment
"neutral", :cha 18, :hit-points {:die-count 16, :die 8, :modifier
64}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 13,
:str 18, :saving-throws {:str 7, :con 7, :wis 6, :cha 7}, :challenge 6, :con
18, :dex 14, :wis 16, :props {:language {:common true}, :damage-resistance
{:necrotic true, :psychic true}, :damage-immunity {:poison true}, :condition-
immunity {:charmed true, :frightened true, :paralyzed true, :poisoned
true, :stunned true}}, :traits [{:name "Regeneration", :description "The revenant
regains 10 hit points at the start of its turn. If the revenant takes fire or
radiant damage, this trait doesn’t function at the start of the revenant’s next
turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points
and doesn’t regenerate."} {:name "Rejuvenation", :description "When the revenant’s
body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates
another corpse on the same plane of existence and regains all its hit points. While
the soul is bodiless, a wish spell can be used to force the soul to go to the
afterlife and not return."} {:name "Turn Immunity", :description "The revenant is
immune to effects that turn undead."} {:name "Vengeful Tracker", :description "The
revenant knows the distance to and direction of any creature against which it seeks
revenge, even if the creature and the revenant are on different planes of
existence. If the creature being tracked by the revenant dies, the revenant
knows."} {:name "Multiattack", :type :action, :description "The revenant makes two
melee attacks."} {:name "Fist", :type :action, :description "Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the
target is a creature against which the revenant has sworn vengeance, the target
takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant
can grapple the target (escape DC 14) provided the target is Large or smaller."}
{:name "Vengeful Glare", :type :action, :description "The revenant targets one
creature it can see within 30 feet of it and against which it has sworn vengeance.
The target must make a DC 15 Wisdom saving throw. On a failure, the target is
paralyzed until the revenant deals damage to it, or until the end of the revenant’s
next turn. When the paralysis ends, the target is frightened of the revenant for 1
minute. The frightened target can repeat the saving throw at the end of each of its
turns, with disadvantage if it can see the revenant, ending the frightened
condition on itself on a success."} {:name "Longsword", :description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. If
the target is a creature against which the revenant has sworn vengeance, the target
takes an extra 14 (4d6) slashing damage."}]}, :claudiu {:key :claudiu, :int
13, :speed "30, fly 50 ft. in raven and hybrid forms", :name "Claudiu", :alignment
"lawful good", :cha 14, :hit-points {:die-count 7, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:insight 4, :perception 6}, :str 10, :challenge 2, :con 11, :dex
15, :wis 15, :props {:language {:common true}, :damage-resistance {:piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."} {:description "The wereraven makes two weapon attacks,
one of which can be with its hand crossbow.", :name "Multiattack (Human or Hybrid
Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage
in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven lycanthropy.", :name "Beak (Raven or
Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand Crossbow
(Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :baba-lysagas-
creeping-hut {:key :baba-lysagas-creeping-hut, :int 1, :speed "30", :name "Baba
Lysaga's Creeping Hut", :alignment "unaligned", :cha 30, :hit-points {:die-count
17, :die 10, :modifier 85}, :type :construct, :size :gargantuan, :option-pack
"Curse of Strahd", :armor-class 16, :str 26, :saving-throws {:con 9, :wis 0, :cha
0}, :challenge 11, :con 20, :dex 7, :wis 3, :props {:damage-immunity {:poison true,
:psychic true}, :condition-immunity {:blinded true, :charmed true, :deafened
true, :frightened true, :paralyzed true, :petrified true, :prone true}}, :traits
[{:name "Construct Nature", :description "An animated object doesn’t require air,
food, drink, or sleep."} {:name "Antimagic Susceptibility", :description "The hut
is incapacitated while the magic gem that animates it is in the area of an
antimagic field. If targeted by dispel magic, the hut must succeed on a
Constitution saving throw against the caster’s spell save DC or fall unconscious
for 1 minute."} {:name "Siege Monster", :description "The hut deals double damage
to objects and structures."} {:description "The hut makes three attacks with its
roots. It can replace one of these attacks with a rock attack.", :name
"Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach
60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.", :name
"Root", :type :action} {:name "Rock", :description "Ranged Weapon Attack: +12 to
hit, range 120 ft., one target. Hit: 21 (3d8+8) bludegoning
damage.", :type :action}]}, :helga-ruvak {:key :helga-ruvak, :int 12, :speed
"30", :name "Helga Ruvak", :alignment "neutral evil", :cha 12, :hit-points {:die-
count 10, :die 8, :modifier 33}, :type :undead, :size :medium, :option-pack "Curse
of Strahd", :armor-class 15, :skills {:perception 3, :stealth 6}, :str 16, :saving-
throws {:dex 6, :wis 3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-
resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing
true}, :language {:common true}}, :traits [{:name "Regeneration", :description "The
vampire regains 10 hit points at the start of its turn if it has at least 1 hit
point and isn’t in sunlight or running water. If the vampire takes radiant damage
or damage from holy water, this trait doesn’t function at the start of the
vampire’s next turn."} {:name "Spider Climb", :description "The vampire can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check."} {:name "Vampire Weaknesses", :description "The vampire has the
following flaws:\n\nForbiddance. The vampire can’t enter a residence without an
invitation from one of the occupants.\n\nHarmed by Running Water. The vampire takes
20 acid damage when it ends its turn in running water.\n\nStake to the Heart. The
vampire is destroyed if a piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place.\n\nSunlight Hypersensitivity. The
vampire takes 20 radiant damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0."} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 13)."}]}, :bluto-krogarov
{:key :bluto-krogarov, :int 10, :speed "30", :name "Bluto Krogarov", :alignment
"neutral evil", :cha 10, :hit-points {:die-count 1, :die 8}, :type :humanoid, :size
:medium, :option-pack "Curse of Strahd", :armor-class 10, :str 10, :con 10, :dex
10, :wis 10, :props {:language {:common true}}, :traits [{:name
"Club", :type :action, :description "Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) bludgeoning damage."}]}, :clovin-belview {:key :clovin-
belview, :int 9, :speed "20", :name "Clovin Belview", :alignment "neutral
evil", :cha 6, :hit-points {:die-count 4, :die 8, :modifier
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:deception 2, :perception 2, :stealth 3}, :str 12, :challenge
0.25, :con 15, :dex 9, :wis 10, :props {:language {:common true}}, :traits [{:name
"Extraordinary Feature", :description "Two-Headed: The mongrelfolk has advantage on
Wisdom (Perception) checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, or knocked unconscious."} {:name
"Mimicry", :description "The mongrelfolk can mimic any sounds it has beard,
including voices. A creature that hears the sounds can tell they are imitations
with a successful DC 12 Wisdom (Insight) check."} {:type :action, :name
"Multiattack", :description "The mongrelfolk makes two attacks: one with its bite
and one with its claw or dagger."} {:name "Bite", :type :action, :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing
damage."} {:name "Claw", :type :action, :description "Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :mazena-belview {:key :mazena-belview, :int 9, :speed "20", :name
"Mazena Belview", :alignment "chaotic neutral", :cha 6, :hit-points {:die-count
4, :die 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:deception 2, :perception 2, :stealth 3}, :str
12, :challenge 0.25, :con 15, :dex 9, :wis 10, :props {:language {:common
true}}, :traits [{:name "Extraordinary Feature", :description "Flight: The
mongrelfolk has leathery wings and a flying speed of 40 feet."} {:name
"Mimicry", :description "The mongrelfolk can mimic any sounds it has beard,
including voices. A creature that hears the sounds can tell they are imitations
with a successful DC 12 Wisdom (Insight) check."} {:type :action, :name
"Multiattack", :description "The mongrelfolk makes two attacks: one with its bite
and one with its claw or dagger."} {:name "Bite", :type :action, :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing
damage."} {:name "Claw", :type :action, :description "Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :pidlwick-ii {:description "Club, 10 darts", :key :pidlwick-ii, :int
8, :speed "30", :name "Pidlwick II", :alignment "neutral evil", :cha 10, :hit-
points {:die-count 3, :die 6}, :type :construct, :size :medium, :option-pack "Curse
of Strahd", :armor-class 14, :skills {:performance 3}, :str 10, :challenge
0.25, :con 11, :dex 14, :wis 13, :props {:language {:common true}, :damage-immunity
{:poison true}, :condition-immunity {:paralyzed true, :petrified true, :poisoned
true}}, :traits [{:name "Ambusher", :description "During the first round of combat,
Pidlwick II has advantage on attack rolls against any creature that hasn’t had a
turn yet."} {:type :action, :name "Club", :description "Melee Weapon Attack: +2 to
hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."}
{:type :action, :name "Dart", :description "Ranged Weapon Attack: +4 to hit, range
20/60 ft., one target. Hit: 4 (1d4+2) piercing damage."}]}, :urwin-martikov
{:key :urwin-martikov, :int 13, :speed "30, fly 50 ft. in raven and hybrid
forms", :name "Urwin Martikov", :alignment "lawful good", :cha 14, :hit-points
{:die-count 7, :die 8}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str 10, :challenge
2, :con 11, :dex 15, :wis 15, :props {:language {:common true}, :damage-resistance
{:piercing true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."} {:description "The wereraven makes two weapon attacks,
one of which can be with its hand crossbow.", :name "Multiattack (Human or Hybrid
Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage
in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven lycanthropy.", :name "Beak (Raven or
Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand Crossbow
(Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :emil-toranescu
{:key :emil-toranescu, :int 10, :speed "30 (40 in wolf form)", :name "Emil
Toranescu", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 32}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning false, :piercing
false, :slashing false}, :language {:common true}, :damage-immunity {:bludgeoning
true, :slashing true, :piercing true}}, :traits [{:description "The werewolf can
use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back
into its true form, which is humanoid. Its statistics, other than its AC, are the
same in each form. Any equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.", :name "Shapechanger"} {:name "Keen Hearing
and Smell", :description "The werewolf has advantage on Wisdom (Perception) checks
that rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with
werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action}
{:name "Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action}
{:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage
if used with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :ireena-kolyana {:key :ireena-kolyana, :int 12, :speed
"30", :name "Ireena Kolyana", :alignment "lawful neutral", :cha 16, :hit-points
{:die-count 2, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 15, :skills {:deception 5, :insight 4, :persuasion
5}, :str 12, :challenge 0.125, :con 12, :dex 12, :wis 14, :props {:language
{:common true, :elvish true}}, :traits [{:name
"Rapier", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage."} {:description "The noble adds 2 to
its AC against one melee attack that would hit it. To do so, the noble must see the
attacker and be wielding a melee weapon.", :name "Parry
(Reaction", :type :action}]}, :king-dostrons-imp {:key :king-dostrons-imp, :int 12,
:speed "20 ft, fly 40", :name "King Dostron's Imp", :alignment "lawful evil", :cha
14, :hit-points {:die-count 3, :die 4, :modifier
3}, :type :fiend, :size :tiny, :option-pack "Curse of Strahd", :armor-class
13, :skills {:deception 4, :history 3, :persuasion 4, :stealth 5}, :str
6, :challenge 1, :con 13, :dex 19, :wis 12, :props {:language {:common
true, :infernal true}, :damage-resistance {:cold true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-
immunity {:poisoned true}}, :traits [{:description "The imp can use its action to
polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft.,
fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its
statistics are the same in each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn’t transformed. It reverts to its true form
if it dies.", :name "Shapechanger", :type :Other} {:description "Magical darkness
doesn’t impede the imp’s darkvision.", :name "Devil’s Sight"} {:name "Magic
Resistance", :description "The imp has advantage on saving throws against spells
and other magical effects."} {:name "Variant: Familiar", :description "The imp can
serve another creature as a familiar, forming a telepathic bond with its willing
master. While the two are bonded, the master can sense what the quasit senses as
long as they are within 1 mile of each other. While the imp is within 10 feet of
its master, the master shares the quasit’s Magic Resistance trait. At any time and
for any reason, the imp can end its service as a familiar, ending the telepathic
bond."} {:type :action, :description "Melee Weapon Attack: +5 to hit, reach 5 ft .,
one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11
Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half
as much damage on a successful one.", :name "Sting (Bite in Beast Form)"}
{:description "The imp magically turns invisible until it attacks, or until its
concentration ends (as if concentrating on a spell). Any equipment the imp wears or
carries is invisible with it.", :name "Invisibility", :type :action}]}, :mad-mary
{:key :mad-mary, :int 10, :speed "30", :name "Mad Mary", :alignment "chaotic
neutral", :cha 10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :morgantha
{:key :morgantha, :int 16, :speed "30", :name "Morgantha", :alignment "neutral
evil", :cha 16, :hit-points {:die-count 15, :die 8, :modifier 45}, :type :humanoid,
:size :medium, :option-pack "Curse of Strahd", :armor-class 17, :skills {:deception
7, :history 6, :perception 6, :stealth 6}, :str 18, :challenge 5, :con 16, :dex 15,
:wis 14, :props {:language {:abyssal true, :common true, :infernal
true, :primordial true}, :damage-resistance {:cold true, :fire true, :bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:charmed
true}}, :traits [{:description "The hag’s innate spellcasting ability is Charisma
(spell save DC 14, +6 to hit with spell attacks). She can innately cast the
following spells, requiring no material components:\n\nAt will: detect magic, magic
missile\n\n2/day each: plane shift (self only), ray of enfeeblement, sleep", :name
"Innate Spellcasting"} {:description "The hag has advantage on saving throws
against spells and other magical effects.", :name "Magic Resistance"} {:description
"A night hag carries two very rare magic items that she must craft for herself If
either object is lost, the night hag will go to great lengths to retrieve it, as
creating a new tool takes time and effort.\n\nHeartstone: This lustrous black gem
allows a night hag to become ethereal while it is in her possession. The touch of a
heartstone also cures any disease. Crafting a heartstone takes 30 days.\n\nSoul
Bag: When an evil humanoid dies as a result of a night hag’s Nightmare Haunting,
the hag catches the soul in this black sack made of stitched flesh. A soul bag can
hold only one evil soul at a time, and only the night hag who crafted the bag can
catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice
(whose flesh is used to make the bag).", :name "Night Hag items"} {:name "Hag
Coven", :description "When hags must work together, they form covens, in spite of
their selfish natures. A coven is made up of hags of any type, all of whom are
equals within the group. However, each of the hags continues to desire more
personal power.\n\nA coven consists of three hags so that any arguments between two
hags can be settled by the third. If more than three hags ever come together, as
might happen if two covens come into conflict, the result is usually chaos."}
{:description "While all three members of a hag coven are within 30 feet of one
another, they can each cast the following spells from the wizard’s spell list but
must share the spell slots among themselves:\n\n1st level (4 slots): identify, ray
of sickness\n\n2nd level (3 slots): hold person, locate object\n\n3rd level (3
slots): bestow curse, counterspell, lightning bolt\n\n4th level (3 slots):
phantasmal killer, polymorph\n\n5th level (2 slots): contact other plane, scrying\
n\n6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-
level spellcaster that uses Intelligence as her spellcasting ability. The spell
save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the
hag’s Intelligence modifier.", :name "Shared Spellcasting (Coven Only)"}
{:description "A hag coven can craft a magic item called a hag eye, which is made
from a real eye coated in varnish and often fitted to a pendant or other wearable
item. The hag eye is usually entrusted to a minion for safekeeping and transport. A
hag in the coven can take an action to see what the hag eye sees if the hag eye is
on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision
with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic
damage and is blinded for 24 hours.\n\nA hag coven can have only one hag eye at a
time, and creating a new one requires all three members of the coven to perform a
ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded.
During the ritual, if the hags take any action other than performing the ritual,
they must start over.", :name "Hag Eye (Coven Only)"} {:description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
damage.", :name "Claws (Hag Form Only)"} {:description "The hag magically
polymorphs into a Small or Medium female humanoid, or back into her true form. Her
statistics are the same in each form. Any equipment she is wearing or carrying
isn’t transformed. She reverts to her true form if she dies.", :name "Change
Shape"} {:description "The hag magically enters the Ethereal Plane from the
Material Plane, or vice versa. To do so, the hag must have a heartstone in her
possession.", :name "Etherealness"} {:description "While on the Ethereal Plane, the
hag magically touches a sleeping humanoid on the Material Plane. A protection from
evil and good spell cast on the target prevents this contact, as does a magic
circle. As long as the contact persists, the target has dreadful visions. If these
visions last for at least 1 hour, the target gains no benefit from its rest, and
its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s
hit point maximum to 0, the target dies, and if the target was evil, its soul is
trapped in the hag’s soul bag. The reduction to the target’s hit point maximum
lasts until removed by the greater restoration spell or similar magic.", :name
"Nightmare Haunting (1/Day)"}]}, :yelena-arasek {:key :yelena-arasek, :int
10, :speed "30", :name "Yelena Arasek", :alignment "lawful good", :cha 10, :hit-
points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :kiril-stoyanovich
{:key :kiril-stoyanovich, :int 10, :speed "30 (40 in wolf form)", :name "Kiril
Stoyanovich", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 50}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning false, :piercing
false, :slashing false}, :language {:common true}, :damage-immunity {:bludgeoning
true, :slashing true, :piercing true}}, :traits [{:description "The werewolf can
use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back
into its true form, which is humanoid. Its statistics, other than its AC, are the
same in each form. Any equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.", :name "Shapechanger"} {:name "Keen Hearing
and Smell", :description "The werewolf has advantage on Wisdom (Perception) checks
that rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with
werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action}
{:name "Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action}
{:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage
if used with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :drizlash-ghast {:description "", :key :drizlash-
ghast, :int 11, :speed "30", :name "Drizlash Ghast", :alignment "chaotic
evil", :cha 8, :hit-points {:die-count 8, :die
8}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class
13, :str 16, :challenge 2, :con 10, :dex 17, :wis 10, :props {:language {:common
true}, :damage-immunity {:necrotic true}, :damage-vulnerability {:poison
true}}, :traits [{:description "Any creature that starts its turn within 5 ft. of
the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until
the start of its next turn. On a successful saving throw, the creature is immune to
the ghast’s Stench for 24 hours.", :name "Stench"} {:description "The ghast and any
ghouls within 30 ft. of it have advantage on
saving throws against effects that turn undead.", :name "Turn Defiance"} {:name
"Spider Climb", :description "The ghast can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check."} {:name "Bite",
:type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage."} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other
than an undead, it must succeed on a DC 10 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success."}]}, :gertruda
{:key :gertruda, :int 10, :speed "30", :name "Gertruda", :alignment "neutral good",
:cha 10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :vilnius
{:key :vilnius, :int 17, :speed "30", :name "Vilnius", :alignment "neutral
evil", :cha 11, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size :medium,
:option-pack "Curse of Strahd", :armor-class 12, :skills {:arcana 6, :history
6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis
12, :traits [{:name "Spellcasting", :description "The mage is a 9th-level
spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The mage has the following wizard spells prepared:Cantrips (at
will): fire bolt, light, mage hand, prestidigitation\n\n1st level (4 slots): detect
magic, mage armor, magic missile, shield\n\n2nd level (3 slots): misty step,
suggestion\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3
slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold"}
{:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :type :action, :name
"Dagger"}]}, :prince-ariel-du-plumette {:key :prince-ariel-du-plumette, :int
10, :speed "Fly 40 hover", :name "Prince Ariel du Plumette", :alignment "chaotic
evil", :cha 17, :hit-points {:die-count 10, :die
8}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :str 7, :challenge 4, :con 10, :dex 13, :wis 12, :props {:damage-resistance
{:acid true, :lightning true, :thunder true, :slashing true, :piercing
true, :bludgeoning true}, :damage-immunity {:cold true, :necrotic true, :poison
true}, :condition-immunity {:charmed true, :frightened true, :grappled
true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained
true}}, :traits [{:name "Ethereal Sight", :description "The ghost can see 60 ft.
into the Ethereal Plane when it is on the Material Plane, and vice versa."} {:name
"Incorporeal Movement", :description "The ghost can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object."} {:type :action, :name "Withering
Touch", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
17 (4d6 + 3) necrotic damage."} {:name "Etherealness", :type :action, :description
"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is
visible on the Material Plane while it is in the Border Ethereal, and vice versa,
yet it can’t affect or be affected by anything on the other plane."} {:name
"Horrifying Visage", :type :action, :description "Each non-undead creature within
60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or
be frightened for 1 minute. If the save fails by 5 or more, the target also ages
1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each
of its turns, ending the frightened condition on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is immune to this
ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed
with a greater restoration spell, but only within 24 hours of it occurring."}
{:name "Possession (Recharge 6)", :type :action, :description "One humanoid that
the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw
or be possessed by the ghost; the ghost then disappears, and the target is
incapacitated and loses control of its body. The ghost now controls the body but
doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack,
spell, or other effect, except ones that turn undead, and it retains its alignment,
Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It
otherwise uses the possessed target’s statistics, but doesn’t gain access to the
target’s knowledge, class features, or proficiencies."}]}, :savid
{:key :savid, :int 11, :speed "30", :name "Savid", :alignment "neutral", :cha
11, :hit-points {:die-count 3, :die 8, :modifier
3}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
13, :skills {:perception 5, :stealth 6, :nature 4, :survival 5}, :str
11, :challenge 0.5, :con 12, :dex 14, :wis 13, :props {:language {:common
true}}, :traits [{:name "Keen Hearing and Sight", :type :Other, :description "The
scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."}
{:name "Multiattack", :type :action, :description "The scout makes two melee
attacks or two ranged attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage."} {:name "Longbow", :type :action, :description "Ranged Weapon Attack: +4
to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage."}]}, :bianca {:key :bianca, :int 10, :speed "30 (40 in wolf form)", :name
"Bianca", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:common true}}, :traits [{:description "The
werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a
wolf, or back into its true form, which is humanoid. Its statistics, other than its
AC, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:name
"Keen Hearing and Smell", :description "The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell."} {:name "Multiattack (Humanoid
or Hybrid Form Only)", :description "The werewolf makes two attacks: one with its
bite and one with its claws or spear.", :type :action} {:description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If
the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or
be cursed with werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form
Only)", :type :action} {:name "Claws (Hybrid Form Only)", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
damage.", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.", :name
"Spear (Humanoid Form Only)", :type :action}]}, :anna-krezkov {:key :anna-
krezkov, :int 12, :speed "30", :name "Anna Krezkov", :alignment "lawful good", :cha
16, :hit-points {:die-count 2, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:deception 5, :insight 4, :persuasion 5}, :str 12, :challenge
0.125, :con 12, :dex 12, :wis 14, :props {:language {:common true, :elvish
true}}, :traits [{:name "Rapier", :type :action, :description "Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage."}
{:description "The noble adds 2 to its AC against one melee attack that would hit
it. To do so, the noble must see the attacker and be wielding a melee
weapon.", :name "Parry (Reaction", :type :action}]}, :yevgeni-krushkin
{:key :yevgeni-krushkin, :int 11, :speed "30", :name "Yevgeni Krushkin", :alignment
"neutral", :cha 11, :hit-points {:die-count 3, :die 8, :modifier
3}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
13, :skills {:perception 5, :stealth 6, :nature 4, :survival 5}, :str
11, :challenge 0.5, :con 12, :dex 14, :wis 13, :props {:language {:common
true}}, :traits [{:name "Keen Hearing and Sight", :type :Other, :description "The
scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."}
{:name "Multiattack", :type :action, :description "The scout makes two melee
attacks or two ranged attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage."} {:name "Longbow", :type :action, :description "Ranged Weapon Attack: +4
to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage."}]}, :nikolai-wachter {:key :nikolai-wachter, :int 12, :speed "30", :name
"Nikolai Wachter", :alignment "neutral", :cha 16, :hit-points {:die-count 2, :die
8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:deception 5, :insight 4, :persuasion 5}, :str
12, :challenge 0.125, :con 12, :dex 12, :wis 14, :props {:language {:common
true, :elvish true}}, :traits [{:name "Rapier", :type :action, :description "Melee
Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing
damage."} {:description "The noble adds 2 to its AC against one melee attack that
would hit it. To do so, the noble must see the attacker and be wielding a melee
weapon.", :name "Parry (Reaction", :type :action}]}, :kellen {:key :kellen, :int
10, :speed "30 (40 in wolf form)", :name "Kellen", :alignment "chaotic evil", :cha
10, :hit-points {:die-count 9, :die 8, :modifier
38}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :skills {:perception 4}, :str 15, :challenge 3, :con 14, :dex 13, :wis
12, :props {:damage-resistance {:bludgeoning false, :piercing false, :slashing
false}, :language {:common true}, :damage-immunity {:bludgeoning true, :slashing
true, :piercing true}}, :traits [{:description "The werewolf can use its action to
polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form,
which is humanoid. Its statistics, other than its AC, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.", :name "Shapechanger"} {:name "Keen Hearing and
Smell", :description "The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell."}]}, :assassins-ghost {:key :assassins-ghost, :int
13, :speed "30", :name "Assassin's Ghost", :alignment "lawful evil", :cha 10, :hit-
points {:die-count 12, :die 8, :modifier
24}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:acrobatics 6, :deception 3, :perception 3, :stealth 9}, :str
12, :saving-throws {:dex 6, :int 4}, :challenge 8, :con 14, :dex 16, :wis
12, :props {:language {:common true, :infernal true}, :damage-resistance {:poison
true}}, :traits [{:name "Assassinate", :description "During its first turn, the
assassin has advantage on attack rolls against any creature that hasn’t taken a
turn. Any hit the assassin scores against a surprised creature is a critical hit."}
{:name "Evasion", :description "If the assassin is subjected to an effect that
allows it to make a Dexterity saving throw to take only half damage, the assassin
instead takes no damage if it succeeds on the saving throw, and only half damage if
it fails."} {:description "The assassin deals an extra 13 (4d6) damage when it hits
a target with a weapon attack and has advantage on the attack roll, or when the
target is within 5 ft. of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.", :name "Sneak Attack
(1/round)"} {:name "Multiattack", :type :action, :description "The assassin makes
two shortsword attacks."} {:name "Shortsword", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a successful one."}
{:name "Light Crossbow", :type :action, :description "Ranged Weapon Attack: +6 to
hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a
failed save, or half as much damage on a successful one."}]}, :wereraven
{:key :wereraven, :int 13, :speed "30, fly 50 ft. in raven and hybrid forms", :name
"Wereraven", :alignment "lawful good", :cha 14, :hit-points {:die-count 7, :die 8},
:type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:insight 4, :perception 6}, :str 10, :challenge 2, :con 11, :dex
15, :wis 15, :props {:language {:common true}, :damage-resistance {:piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."} {:description "The wereraven makes two weapon attacks,
one of which can be with its hand crossbow.", :name "Multiattack (Human or Hybrid
Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage
in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven lycanthropy.", :name "Beak (Raven or
Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand Crossbow
(Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :mad-mage-of-
mount-baratok {:description "Resistance to spell damage", :key :mad-mage-of-mount-
baratok, :int 20, :speed "30", :name "Mad Mage of Mount Baratok", :alignment
"chaotic good", :cha 16, :hit-points {:die-count 18, :die 8, :modifier
18}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:acrobatics 13, :history 13}, :str 10, :saving-throws {:int 9, :wis
6}, :challenge 12, :con 12, :dex 14, :wis 11, :props {:language {:common
true, :abyssal true, :draconic true, :elvish true, :infernal true, :gnomish
true}, :damage-resistance {:piercing true, :bludgeoning true, :slashing
true}}, :traits [{:name "Magic Resistance", :description "The archmage has
advantage on saving throws against spells and other magical effects."}
{:description "The archmage is an 18th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can
cast shield and misty step at will and has the following wizard spells prepared:\
nCantrips (at will):fire bolt, light, mage hand, prestidigitation,\nshocking grasp\
n1st level (4 slots): detect magic, mage armor, magic missile,\nshield\n2nd level
(3 slots): mirror image, misty step, web\n3rd level (3 slots): counterspell/1,fly,
lightning bolt\n4th level (3 slots): Mordenkainen's faithful hound, polymorph,\
nstoneskin\n5th level (3 slots): Bigby's hand, cone of cold, scrying\n6th level (1
slot): true seeing\n7th level (1 slot): Mordenkainen's magnificent mansion\n8th
level (1 slot): mind blank\n9th level (1 slot): time stop", :name "Spellcasting"}
{:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :type :action, :name
"Dagger"}]}, :bray {:key :bray, :int 13, :speed "30, fly 50 ft. in raven and hybrid
forms", :name "Bray", :alignment "lawful good", :cha 14, :hit-points {:die-count 2,
:die 8, :modifier 7}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str 10, :challenge
2, :con 11, :dex 15, :wis 15, :props {:language {:common true}, :damage-resistance
{:piercing true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."}]}, :amber-golem {:key :amber-golem, :int 30, :speed "30",
:name "Amber Golem", :alignment "unaligned", :cha 1, :hit-points {:die-count
17, :die 10, :modifier 53}, :type :construct, :size :large, :option-pack "Curse of
Strahd", :armor-class 17, :str 22, :challenge 10, :con 20, :dex 9, :wis 11, :props
{:damage-immunity {:bludgeoning true, :piercing true, :slashing true, :poison true,
:psychic true}, :condition-immunity {:charmed true, :paralyzed true, :frightened
true, :petrified true, :poisoned true}}, :traits [{:description "The golem is
immune to any spell or effect that would alter its form.", :name "Immutable Form"}
{:description "The golem has advantage on saving throws against spells and other
magical effects.", :name "Magic Resistance"} {:description "The golem’s weapon
attacks are magical.", :name "Magic Weapons"} {:type :action, :description "The
golem makes two slam attacks.", :name "Multiattack"} {:type :action, :description
"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6)
bludgeoning damage.", :name "Slam"} {:type :action, :description "The golem targets
one or more creatures it can see within 10 ft. of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a target can’t use
reactions, its speed is halved, and it can’t make more than one attack on its turn.
In addition, the target can take either an action or a bonus action on its turn,
not both. These effects last for 1 minute. A target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.", :name
"Slow (Recharge 5-6)"}]}, :lydia-petrovna {:key :lydia-petrovna, :int 10, :speed
"30", :name "Lydia Petrovna", :alignment "lawful good", :cha 10, :hit-points {:die-
count 1, :die 8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 10, :str 10, :con 10, :dex 10, :wis 10, :props {:language
{:common true}},
:traits [{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.", :name "Club", :type :action}]}, :nursemaid {:key
:nursemaid, :int 10, :speed "fly 50", :name "Nursemaid", :alignment "chaotic evil",
:cha 10, :hit-points {:die-count 5, :die 8}, :type :undead, :size :medium, :option-
pack "Curse of Strahd", :armor-class 12, :str 11, :challenge 1, :con 11, :dex
14, :wis 10, :props {:damage-immunity {:cold false, :poison true, :necrotic
true}, :language {:common true}, :damage-resistance {:acid true, :fire
true, :bludgeoning true, :lightning true, :piercing true, :slashing true, :thunder
true, :cold true}, :condition-immunity {:charmed true, :grappled true, :paralyzed
true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious
true}}, :traits [{:name "Incorporeal Movement", :description "The specter can move
through other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object."} {:name "Sunlight
Sensitivity", :description "While in sunlight, the specter has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name
"Life Drain", :description "Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10
Constitution saving throw or its hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the creature finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0."}]}, :skennis
{:key :skennis, :int 10, :speed "30 (40 in wolf form)", :name "Skennis", :alignment
"chaotic evil", :cha 10, :hit-points {:die-count 9, :die 8, :modifier -
4}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:perception 4}, :str 15, :challenge 3, :con 14, :dex 13, :wis
12, :props {:damage-resistance {:bludgeoning false, :piercing false, :slashing
false}, :language {:common true}, :damage-immunity {:bludgeoning true, :slashing
true, :piercing true}}, :traits [{:description "The werewolf can use its action to
polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form,
which is humanoid. Its statistics, other than its AC, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.", :name "Shapechanger"} {:name "Keen Hearing and
Smell", :description "The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with
werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action}
{:name "Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action}
{:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage
if used with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :damia {:key :damia, :int 12, :speed "30", :name "Damia",
:alignment "chaotic neutral", :cha 16, :hit-points {:die-count 6, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:deception 5, :insight 4, :investigation 5, :perception 6, :persuasion
5, :sleight-of-hand 4, :stealth 4}, :str 10, :challenge 1, :con 10, :dex 15, :wis
14, :props {:language {:common true, :elvish true}}, :traits [{:name "Cunning
Action", :description "On each of its turns, the spy can use a bonus action to take
the Dash, Disengage, or Hide action."} {:name "Sneak Attack (1/Turn)", :description
"The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is within 5 ft. of an ally
of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the
attack roll."} {:name "Multiattack", :type :action, :description "The spy makes two
melee attacks."} {:name "Shortsword", :type :action, :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}
{:name "Hand Crossbow", :type :action, :description "Ranged Weapon Attack: +4 to
hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :tarka
{:key :tarka, :int 14, :speed "30", :name "Tarka", :alignment "chaotic
neutral", :cha 14, :hit-points {:die-count 10, :die 8, :modifier
20}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:athletics 4, :deception 4}, :str 15, :saving-throws {:str 4, :con
nil, :dex 5, :wis 2}, :challenge 2, :con 14, :dex 16, :wis 12, :props {:language
{:common true, :elvish true}}, :traits [{:name
"Multiattack", :type :action, :description "The captain makes three melee attacks:
two with its scimitar and one with its dagger. Or the captain makes two ranged
attacks with its daggers."} {:name "Scimitar", :type :action, :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage."} {:name "Dagger", :type :action, :description "Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage."} {:name "Parry (Reaction)", :type :action, :description "The
captain adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon."}]}, :beucephalus
{:key :beucephalus, :int 10, :speed "60 ft, fly 90 ft", :name
"Beucephalus", :alignment "neutral evil", :cha 15, :hit-points {:die-count 8, :die
10, :modifier 24}, :type :fiend, :size :large, :option-pack "Curse of
Strahd", :armor-class 13, :str 18, :challenge 3, :con 16, :dex 15, :wis 13, :props
{:language {:abyssal true, :common true, :infernal true}, :damage-immunity {:fire
true}}, :traits [{:name "Confer Fire Rsistance", :description "The nightmare can
grant resistance to fire damage to anyone riding it."} {:name
"Illumination", :description "The nightmare sheds bright light in a 10-foot radius
and dim light for an additional 10 feet."} {:name
"Hooves", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage."} {:name
"Ethereal Stride", :type :action, :description "The nightmare and up to three
willing creatures within 5 feet of it magically enter the Ethereal Plane from the
Material Plane, or vice versa."}]}, :gadof-blinsky {:key :gadof-blinsky, :int
10, :speed "30", :name "Gadof Blinsky", :alignment "chaotic good", :cha 10, :hit-
points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :izek-strazni
{:description "Studded Leather Armor", :key :izek-strazni, :int 10, :speed
"30", :name "Izek Strazni", :alignment "neutral evil", :cha 15, :hit-points {:die-
count 15, :die 8, :modifier 45}, :type :monstrosity, :size :medium, :option-pack
"Curse of Strahd", :armor-class 14, :skills {:intimidation 8, :perception 2}, :str
18, :challenge 5, :con 16, :dex 15, :wis 9, :props {:language {:common
true}}, :traits [{:name "Brute", :description "A melee weapon deals one extra die
of its damage when Izek hits with it (included in the attack)."} {:description "A
melee weapon deals one extra die of its damage when Izek hits with it (included in
the attack).", :type :action, :name "Multiattack"} {:description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15
(2d10+4) when used with two hands.", :type :action, :name "Battleaxe"}
{:description "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10
(3d6) fire damage. If the target is a flammable object that isn’t being worn or
carried, it catches fire.", :type :action, :name "Hurl Flame"}]}, :snow-maidens
{:key :snow-maidens, :int 10, :speed "fly 50", :name "Snow Maidens", :alignment
"chaotic evil", :cha 10, :hit-points {:die-count 5, :die
8}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :str 11, :challenge 1, :con 11, :dex 14, :wis 10, :props {:damage-immunity
{:cold true, :poison true, :necrotic true}, :language {:common true}, :damage-
resistance {:acid true, :fire true, :bludgeoning true, :lightning true, :piercing
true, :slashing true, :thunder true}, :condition-immunity {:charmed true, :grappled
true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained
true, :unconscious true}}, :traits [{:name "Incorporeal Movement", :description
"The specter can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}
{:name "Sunlight Sensitivity", :description "While in sunlight, the specter has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on
sight."} {:name "Life Drain", :description "Melee Spell Attack: +4 to hit, reach 5
ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 10
Constitution saving throw or its hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the creature finishes a long rest. The
target dies if this effect reduces its
hit point maximum to 0."}]}, :vallaki-guard {:key :vallaki-guard, :int 10, :speed
"30", :name "Vallaki Guard", :alignment "lawful good", :cha 10, :hit-points {:die-
count 2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 16, :skills {:perception 2, :stealth ##NaN}, :str
13, :challenge 0.125, :con 12, :dex 12, :wis 10, :props {:language {:common true}},
:traits [{:name "Pike", :type :action, :description "Melee: +3 to hit, reach 10
ft., one target. Hit: 6 (1d10 + 1) piercing damage"}]}, :elvir {:key :elvir, :int
13, :speed "30, fly 50 ft. in raven and hybrid forms", :name "Elvir", :alignment
"lawful good", :cha 14, :hit-points {:die-count 7, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:insight 4, :perception 6}, :str 10, :challenge 2, :con 11, :dex
15, :wis 15, :props {:language {:common true}, :damage-resistance {:piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."} {:description "The wereraven makes two weapon attacks,
one of which can be with its hand crossbow.", :name "Multiattack (Human or Hybrid
Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage
in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven lycanthropy.", :name "Beak (Raven or
Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand Crossbow
(Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :nefron
{:description "Truesight 120 ft", :legendary-actions {:description
""}, :key :nefron, :int 20, :speed "30, fly 30", :name "Nefron", :alignment
"neutral evil", :cha 17, :hit-points {:die-count 16, :die 8, :modifier
32}, :type :fiend, :size :medium, :option-pack "Curse of Strahd", :armor-class
17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str
17, :saving-throws {:dex 5, :int 9, :wis 7, :cha 7}, :challenge 12, :con 14, :dex
12, :wis 16, :props {:language {:all true}, :condition-immunity {:charmed
true, :poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-
resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing
true, :slashing true}}, :traits [{:name "Innate Spellcasting", :description "The
arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The
arcanaloth can innately cast the following spells, requiring no material
components:\n\nAt will: alter self, darkness, heat metal, invisibility (self only),
magic missile"} {:description "The arcanaloth has advantage on saving throws
against spells and other magical effects.", :name "Magic Resistance"} {:description
"The arcanaloth’s weapon attacks are magical.", :name "Magic Weapons"}
{:description "The arcanaloth is a 16th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth
has the following wizard spells prepared:\n\nCantrips (at will): fire bolt, mage
hand, minor illusion, prestidigitation\n\n1st level (4 slots): detect magic,
identify, shield, Tenser’s floating disk\n\n2nd level (3 slots): detect thoughts,
mirror image, phantasmal force, suggestion\n\n3rd level (3 slots): counterspell,
fear, fireball\n\n4th level (3 slots): banishment, dimension door\n\n5th level (2
slots): contact other plane, hold monster\n\n6th level (1 slot): chain lightning\n\
n7th level (1 slot): finger of death\n\n8th level (1 slot): mind blank", :name
"Spellcasting"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution
saving throw, taking 10 (3d6) poison damage on a failed save, or half as much
damage on a successful one.", :type :action, :name "Claws"} {:description "The
arcanaloth magically teleports, along with any equipment it is wearing or carrying,
up to 60 feet to an unoccupied space it can see.", :type :action, :name
"Teleport"}]}, :davanka {:key :davanka, :int 10, :speed "30 (40 in wolf
form)", :name "Davanka", :alignment "chaotic evil", :cha 10, :hit-points {:die-
count 9, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:common true}}, :traits [{:description "The
werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a
wolf, or back into its true form, which is humanoid. Its statistics, other than its
AC, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:name
"Keen Hearing and Smell", :description "The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell."} {:name "Multiattack (Humanoid
or Hybrid Form Only)", :description "The werewolf makes two attacks: one with its
bite and one with its claws or spear.", :type :action} {:description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If
the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or
be cursed with werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form
Only)", :type :action} {:name "Claws (Hybrid Form Only)", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
damage.", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.", :name
"Spear (Humanoid Form Only)", :type :action}]}, :flying-halbered {:description
"Blindsight 60 Ft. (Blind Beyond This Radius)", :key :flying-halbered, :int
1, :speed "fly 50 hover", :name "Flying Halbered", :alignment "unaligned", :cha
1, :hit-points {:die-count 5, :die 6}, :type :celestial, :size :small, :option-pack
"Curse of Strahd", :armor-class 15, :str 12, :saving-throws {:dex 4}, :challenge
0.25, :con 11, :dex 15, :wis 5, :props {:damage-immunity {:psychic true, :poison
true}, :condition-immunity {:blinded true, :charmed true, :deafened
true, :frightened true, :paralyzed true, :petrified true, :poisoned true}}, :traits
[{:description "The sword is incapacitated while in the area of an antimagic field.
If targeted by dispel magic, the sword must succeed on a Constitution saving throw
against the caster's spell save DC or fall unconscious for 1 minute."}
{:description "While the sword remains motionless and isn't flying, it is
indistinguishable from a normal sword."} {:type :action, :description "Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) slashing
damage.", :name "Halberd"}]}, :adrian {:key :adrian, :int 13, :speed "30, fly 50
ft. in raven and hybrid forms", :name "Adrian", :alignment "lawful good", :cha
14, :hit-points {:die-count 7, :die 8}, :type :humanoid, :size :medium, :option-
pack "Curse of Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str
10, :challenge 2, :con 11, :dex 15, :wis 15, :props {:language {:common
true}, :damage-resistance {:piercing true, :slashing true, :bludgeoning
true}}, :traits [{:name "Shapechanger", :description "The wereraven can use its
action to polymorph into a raven-humanoid hybrid or into a raven, or back into its
human form. Any equipment it is wearing or carrying isn’t transformed. It reverts
to its human form if it dies."} {:name "Mimicry", :description "The wereraven can
mimic simple sounds it has heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can tell they are imitations
with a successful DC 10 Wisdom (Insight) check."} {:description "The wereraven
makes two weapon attacks, one of which can be with its hand crossbow.", :name
"Multiattack (Human or Hybrid Form Only)", :type :action} {:description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven
form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it
must succeed on a DC 10 Constitution saving throw or be cursed with wereraven
lycanthropy.", :name "Beak (Raven or Hybrid Form Only)", :type :action} {:name
"Shortsword (Humanoid or Hybrid Form Only)", :description "Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.", :type :action}
{:type :action, :name "Hand Crossbow (Humanoid or Hybrid Form Only)", :description
"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2)
piercing damage."}]}, :zygfrek-belview {:key :zygfrek-belview, :int 9, :speed "20",
:name "Zygfrek Belview", :alignment "lawful evil", :cha 6, :hit-points {:die-count
4, :die 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:deception 2, :perception 2, :stealth 3}, :str
12, :challenge 0.25, :con 15, :dex 9, :wis 10, :props
{:language {:common true}}, :traits [{:name "Extraordinary Feature", :description
"Darkvision: The mongrelfolk has darkvision out to a range of 60 feet."} {:name
"Mimicry", :description "The mongrelfolk can mimic any sounds it has beard,
including voices. A creature that hears the sounds can tell they are imitations
with a successful DC 12 Wisdom (Insight) check."} {:type :action, :name
"Multiattack", :description "The mongrelfolk makes two attacks: one with its bite
and one with its claw or dagger."} {:name "Bite", :type :action, :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing
damage."} {:name "Claw", :type :action, :description "Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :father-lucian-petrovich {:key :father-lucian-petrovich, :int
13, :speed "25 ft", :name "Father Lucian Petrovich", :alignment "lawful good", :cha
13, :hit-points {:die-count 5, :die 8, :modifier
5}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
13, :skills {:medicine 7, :persuasion 4}, :str 10, :challenge 2, :con 12, :dex
10, :wis 16, :props {:language {:common true, :elvish true}}, :traits [{:name
"Divine Emminence", :description "As a bonus action, the priest can expend a spell
slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until the end of the turn. If the
priest expends a spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st."} {:name "Spellcasting", :description "The priest is
a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). The priest has the following cleric spells prepared:\n\
nCantrips (at will): light, sacred flame, thaumaturgy\n\n1st level (4 slots): cure
wounds, guiding bolt, sanctuary\n\n2nd level (3 slots): lesser restoration,
spiritual weapon\n\n3rd level (2 slots): dispel magic, spirit guardians"} {:name
"Mace", :type :action, :description "Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage."}]}, :lady-fiona-wachter {:key :lady-
fiona-wachter, :int 13, :speed "25 ft", :name "Lady Fiona Wachter", :alignment
"lawful evil", :cha 13, :hit-points {:die-count 5, :die 8, :modifier
5}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :skills {:medicine 7, :persuasion 4}, :str 10, :challenge 2, :con 12, :dex
10, :wis 16, :props {:language {:common true, :elvish true}}, :traits [{:name
"Divine Emminence", :description "As a bonus action, the priest can expend a spell
slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until the end of the turn. If the
priest expends a spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st."} {:name "Spellcasting", :description "The priest is
a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). The priest has the following cleric spells prepared:\
nCantrips (at will): light, mending, thaumaturgy\n1st level (4 slots): command,
purify food and drink, sanctuary\n2nd level (3 slots): augury, gentle repose, hold
person\n3rd level (2 slots): animate dead, create food and water"} {:name
"Mace", :type :action, :description "Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage."}]}, :vladimir-horngaard {:description
"Half-plate, Greatsword +2", :key :vladimir-horngaard, :int 13, :speed "30", :name
"Vladimir Horngaard", :alignment "lawful evil", :cha 18, :hit-points {:die-count
16, :die 8, :modifier 64}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 17, :str 18, :saving-throws {:str 7, :con 7, :wis 6, :cha 7},
:challenge 7, :con 18, :dex 14, :wis 16, :props {:damage-resistance {:necrotic
true, :psychic true}, :damage-immunity {:poison true}, :condition-immunity
{:charmed true, :frightened true, :paralyzed true, :poisoned true, :stunned
true}, :language {:common true, :draconic true}}, :traits [{:name
"Regeneration", :description "Vladimir regains 10 hit points at the start of his
turn. If he takes fire or radiant damage, this trait doesn’t function at the start
of his next turn. Vladimir’s body is destroyed only if he starts his turn with 0
hit points and doesn’t regenerate."} {:name "Rejuvenation", :description "When
Vladimir’s body is destroyed, his soul lingers. After 24 hours, the soul inhabits
and animates another corpse on the same plane of existence and regains all its hit
points. While the soul is bodiless, a wish spell can be used to force the soul to
go to the afterlife and not return."} {:name "Turn Immunity", :description
"Vladimir is immune to effects that turn undead."} {:name "Vengeful
Tracker", :description "Vladimir knows the distance to and direction of any
creature against which it seeks revenge, even if the creature and Vladimir are on
different planes of existence. If the creature being tracked by Vladimir dies,
Vladimir knows."} {:name "Multiattack", :type :action, :description "Vladimir makes
two fist attacks or two attacks with his +2 Greatsword."} {:name
"Fist", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against
which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning
damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14)
provided the target is Large or smaller."} {:name "Greatsword
+2", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14
(4d6) slashing damage with this weapon."} {:name "Vengeful
Glare", :type :action, :description "Vladimir targets one creature he can see
within 30 feet of him and against which he has sworn vengeance. The target must
make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until
Vladimir deals damage to it, or until the end of Vladimir’s next turn. When the
paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened
target can repeat the saving throw at the end of each of its turns, with
disadvantage if it can see Vladimir, ending the frightened condition on itself on a
success."}]}, :ezmerelda-davenir {:description "Ezmerelda has +1 studded leather
armor +1, Rapier +1, Handaxe +1,Silver Shortsword, two potions of greater healing,
six vials of holy water, and three wooden stakes.", :key :ezmerelda-davenir, :int
16, :speed "30", :name "Ezmerelda d'Avenir", :alignment "chaotic good", :cha
17, :hit-points {:die-count 11, :die 8, :modifier
33}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
17, :skills {:acrobatics 7, :perception 6, :sleight-of-hand 7, :survival
6, :deception 9, :arcana 6, :insight 3, :medicine 3, :stealth 7}, :str 14, :saving-
throws {:wis 3}, :challenge 8, :con 16, :dex 19, :wis 11, :props {:language
{:common true, :elvish true}}, :traits [{:name "Spellcasting", :description
"Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence
(spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following
wizard spells prepared:\n\nCantrips (at will): fire bolt, light, mage hand,
prestidigitation\n\n1st level (4 slots): protection from good and evil, magic
missile, shield\n\n2nd level (3 slots): darkvision, knock, mirror image\n\n3rd
level (3 slots): clairvoyance, lightning bolt, magic circle\n\n4th level (1 slot):
greater invisibility"} {:type :action, :description "Ezmerelda makes three attacks:
two with her +1 rapier and one with her +1 handaxe or her silvered
shortsword.", :name "Multiattack"} {:type :action, :description "Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.", :name
"Rapier +1"} {:type :action, :description "Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing
damage.", :name "Handaxe +1"} {:type :action, :description "Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.", :name "Silvered
Shortsword"} {:type :action, :description "Ezmerelda targets one creature that she
can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving
throw or be cursed. While cursed, the target has vulnerability to one type of
damage of Ezmerelda’s choice. The curse lasts until ended with a greater
restoration spell, a remove curse spell, or similar magic. When the curse ends,
Ezmerelda takes 3d6 psychic damage.", :name "Curse (Recharges after a Long Rest)"}
{:type :action, :name "Evil Eye (Recharges after a Short or Long
Rest)", :description "Ezmerelda targets one creature that she can see within 10
feet of her and casts one of the following spells on the target (save DC 14),
requiring neither somatic nor material components to do so: animal friendship,
charm person, or hold person. If the target succeeds on the initial saving throw,
Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a
saving throw against this effect, it is immune to the Evil Eye power of all Vistani
for 24 hours."}]}, :ernst-larnak {:key :ernst-larnak, :int 12, :speed "30", :name
"Ernst Larnak", :alignment "lawful evil", :cha 16, :hit-points {:die-count 6, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:deception 5, :insight 4, :investigation 5, :perception 6, :persuasion
5, :sleight-of-hand 4, :stealth 4}, :str 10, :challenge
1, :con 10, :dex 15, :wis 14, :props {:language {:common true, :elvish
true}}, :traits [{:name "Cunning Action", :description "On each of its turns, the
spy can use a bonus action to take the Dash, Disengage, or Hide action."} {:name
"Sneak Attack (1/Turn)", :description "The spy deals an extra 7 (2d6) damage when
it hits a target with a weapon attack and has advantage on the attack roll, or when
the target is within 5 ft. of an ally of the spy that isn’t incapacitated and the
spy doesn’t have disadvantage on the attack roll."} {:name
"Multiattack", :type :action, :description "The spy makes two melee attacks."}
{:name "Shortsword", :type :action, :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {:name "Hand
Crossbow", :type :action, :description "Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :davian
{:key :davian, :int 13, :speed "30, fly 50 ft. in raven and hybrid forms", :name
"Davian", :alignment "lawful good", :cha 14, :hit-points {:die-count 7, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:insight 4, :perception 6}, :str 10, :challenge 2, :con 11, :dex
15, :wis 15, :props {:language {:common true}, :damage-resistance {:piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."} {:description "The wereraven makes two weapon attacks,
one of which can be with its hand crossbow.", :name "Multiattack (Human or Hybrid
Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage
in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven lycanthropy.", :name "Beak (Raven or
Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand Crossbow
(Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :escher
{:key :escher, :int 12, :speed "30", :name "Escher", :alignment "neutral
evil", :cha 12, :hit-points {:die-count 10, :die 8, :modifier
33}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 15,
:skills {:perception 3, :stealth 6}, :str 16, :saving-throws {:dex 6, :wis
3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-resistance
{:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language
{:common true}}, :traits [{:name "Regeneration", :description "The vampire regains
10 hit points at the start of its turn if it has at least 1 hit point and isn’t in
sunlight or running water. If the vampire takes radiant damage or damage from holy
water, this trait doesn’t function at the start of the vampire’s next turn."}
{:name "Spider Climb", :description "The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check."}
{:name "Vampire Weaknesses", :description "The vampire has the following flaws:\n\
nForbiddance. The vampire can’t enter a residence without an invitation from one of
the occupants.\n\nHarmed by Running Water. The vampire takes 20 acid damage when it
ends its turn in running water.\n\nStake to the Heart. The vampire is destroyed if
a piercing weapon made of wood is driven into its heart while it is incapacitated
in its resting place.\n\nSunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, it has disadvantage
on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0."} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 13)."}]}, :ismark-kolyanovich
{:key :ismark-kolyanovich, :int 10, :speed "30", :name "Ismark
Kolyanovich", :alignment "lawful good", :cha 10, :hit-points {:die-count 9, :die 8,
:modifier 18}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 17, :skills {:athletics 5, :perception 2}, :str
16, :challenge 3, :con 14, :dex 13, :wis 12, :traits [{:name
"Multiattack", :type :action, :description "The veteran makes two longsword
attacks. If it has a shortsword drawn, it can also make a shortsword attack."}
{:type :action, :name "Longsword", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands."} {:name "Shortsword", :type :action, :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage."} {:name "Heavy Crossbow", :type :action, :description "Ranged Weapon
Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage."}]}, :gunther-arasek {:key :gunther-arasek, :int 10, :speed "30", :name
"Gunther Arasek", :alignment "lawful good", :cha 10, :hit-points {:die-count
1, :die 8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 10, :str 10, :con 10, :dex 10, :wis 10, :props {:language
{:common true}}, :traits [{:description "Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning damage.", :name "Club", :type :action}]},
:kasimir-velikov {:description "Ring of Warmth", :key :kasimir-velikov, :int
17, :speed "30", :name "Kasimir Velikov", :alignment "neutral evil", :cha 11, :hit-
points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-
throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis 12, :traits [{:name
"Spellcasting", :description "The Kasimir is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). The mage has the following wizard spells prepared:Cantrips (at will):
fire bolt, light, mage hand, prestidigitation\n\n1st level (4 slots): detect magic,
mage armor, magic missile, shield\n\n2nd level (3 slots): misty step, suggestion\n\
n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater
invisibility, ice storm\n\n5th level (1 slot): cone of cold"} {:description "Melee
or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.", :type :action, :name "Dagger"} {:name "Fey
Ancestry", :description "Kasimir has advantage on saving throws against being
charmed, and magic can't put him to sleep"}]}, :ludmilla-vilisevic {:key :ludmilla-
vilisevic, :int 12, :speed "30", :name "Ludmilla Vilisevic", :alignment "neutral
evil", :cha 12, :hit-points {:die-count 10, :die 8, :modifier
33}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 15,
:skills {:perception 3, :stealth 6}, :str 16, :saving-throws {:dex 6, :wis
3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-resistance
{:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language
{:common true}}, :traits [{:name "Regeneration", :description "The vampire regains
10 hit points at the start of its turn if it has at least 1 hit point and isn’t in
sunlight or running water. If the vampire takes radiant damage or damage from holy
water, this trait doesn’t function at the start of the vampire’s next turn."}
{:name "Spider Climb", :description "The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check."}
{:name "Vampire Weaknesses", :description "The vampire has the following flaws:\n\
nForbiddance. The vampire can’t enter a residence without an invitation from one of
the occupants.\n\nHarmed by Running Water. The vampire takes 20 acid damage when it
ends its turn in running water.\n\nStake to the Heart. The vampire is destroyed if
a piercing weapon made of wood is driven into its heart while it is incapacitated
in its resting place.\n\nSunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, it has disadvantage
on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s
hit point maximum is reduced by an amount equal to the necrotic damage taken, and
the vampire regains hit points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect reduces its hit point
maximum to 0."} {:name "Claws", :type :action, :description "Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, the vampire can grapple the target (escape DC 13)."}]}, :phantom-
warrior-ranged {:key :phantom-warrior-ranged, :int 8, :speed "30", :name "Phantom
Warrior Ranged", :alignment "any alignment", :cha 15, :hit-points {:die-count
6, :die 8, :modifier 18}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 16, :skills {:perception 2, :stealth 4}, :str 16, :challenge
1, :con 16, :dex 12, :wis 10, :props {:damage-resistance {:bludgeoning
true, :slashing true, :piercing true}, :damage-immunity {:cold true, :necrotic
true, :poison true}, :condition-immunity {:charmed true, :frightened
true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone
true, :restrained true}}, :traits [{:name "Ethereal Sight", :description "The
phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material
Plane, and vice versa."} {:description "The phantom warrior can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.", :name "Incorporeal Movement"}
{:description "The phantom warrior’s AC accounts for its spectral armor and
shield.", :name "Spectral Armor and Shield"} {:description "The phantom warrior
makes two attacks with its spectral longsword or spectral longbow.", :name
"Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8+3) force damage.", :name "Spectral Longsword", :type
:action} {:description "The phantom warrior enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything
on the other plane.", :name "Etherealness", :type :action} {:description "Ranged
Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1 d8) force
damage. ", :type :action, :name "Spectral Longbow"}]}, :ismark {:key :ismark, :int
10, :speed "30", :name "Ismark", :alignment "lawful good", :cha 10, :hit-points
{:die-count 9, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 17, :skills {:athletics 5, :perception 2}, :str 16,
:challenge 3, :con 14, :dex 13, :wis 12, :props {:language {:common true}}, :traits
[{:type :action, :name "Multiattack", :description "The veteran makes two longsword
attacks. If it has a shortsword drawn, it can also make a shortsword attack."}
{:type :action, :name "Longsword", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage."} {:type :action, :name "Heavy Crossbow", :description "Ranged Weapon
Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage."}]}, :mongrelfolk {:key :mongrelfolk, :int 9, :speed "20", :name
"Mongrelfolk", :alignment "any alignment", :cha 6, :hit-points {:die-count 4, :die
8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:deception 2, :perception 2, :stealth 3}, :str
12, :challenge 0.25, :con 15, :dex 9, :wis 10, :props {:language {:common
true}}, :traits [{:name "Extraordinary Feature", :description "The mongrelfolk has
one of the following extraordinary features, determined randomly by rolling a d20
or chosen by the DM:\n\n1-3 - Amphibious: The mongrelfolk can breathe air and
water.\n\n4-9 - Darkvision: The mongrelfolk has darkvision out to a range of 60
feet.\n\n10 - Flight: The mongrelfolk has leathery wings and a flying speed of 40
feet.\n\n11-15 - Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom
(Perception) checks that rely on hearing or smell.\n\n16-17 - Spider Climb: The
mongrelfolk can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.\n\n18-19 - Standing Leap: The
mongrelfolk’s long jump is up to 20 feet and its high jump up to 10 feet, with or
without a running start.\n\n20 - Two-Headed: The mongrelfolk has advantage on
Wisdom (Perception) checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, or knocked unconscious."} {:name
"Mimicry", :description "The mongrelfolk can mimic any sounds it has beard,
including voices. A creature that hears the sounds can tell they are imitations
with a successful DC 12 Wisdom (Insight) check."} {:name
"Multiattack", :description "The mongrelfolk makes two attacks: one with its bite
and one with its claw or dagger."} {:name "Bite", :description "Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.\n"}
{:name "Claw", :description "Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4+1) slashing damage."} {:name "Dagger", :description "Dagger.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 3 (1d4+1) piercing damage."}]}, :sir-godfrey-gwilym {:key :sir-
godfrey-gwilym, :int 13, :speed "30", :name "Sir Godfrey Gwilym", :alignment
"neutral", :cha 18, :hit-points {:die-count 16, :die 8, :modifier
64}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 13,
:str 18, :saving-throws {:str 7, :con 7, :wis 6, :cha 7}, :challenge 6, :con
18, :dex 14, :wis 16, :props {:language {:common true}, :damage-resistance
{:necrotic true, :psychic true}, :damage-immunity {:poison true}, :condition-
immunity {:charmed true, :frightened true, :paralyzed true, :poisoned
true, :stunned true}}, :traits [{:description "Sir Godfrey is a 16th-level
spellcaster. His spellcasting\nability is Wisdom (spell save DC 15). Sir Godfrey
has\nthe following paladin spells prepared:\n1st level (4 slots): command, detect
magic, divine favor,\nthunderous smite\n2nd level (3 slots): aid, branding smite,
magic weapon\n3rd level (3 slots): blinding smite, dispel magic, remove curse\n4th
level (2 slots): aura of purity, staggering smite", :name "Spellcasting"} {:name
"Regeneration", :description "The revenant regains 10 hit points at the start of
its turn. If the revenant takes fire or radiant damage, this trait doesn’t function
at the start of the revenant’s next turn. The revenant’s body is destroyed only if
it starts its turn with 0 hit points and doesn’t regenerate."} {:name
"Rejuvenation", :description "When the revenant’s body is destroyed, its soul
lingers. After 24 hours, the soul inhabits and animates another corpse on the same
plane of existence and regains all its hit points. While the soul is bodiless, a
wish spell can be used to force the soul to go to the afterlife and not return."}
{:name "Turn Immunity", :description "The revenant is immune to effects that turn
undead."} {:name "Vengeful Tracker", :description "The revenant knows the distance
to and direction of any creature against which it seeks revenge, even if the
creature and the revenant are on different planes of existence. If the creature
being tracked by the revenant dies, the revenant knows."} {:name
"Multiattack", :type :action, :description "The revenant makes two melee attacks."}
{:name "Fist", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature
against which the revenant has sworn vengeance, the target takes an extra 14 (4d6)
bludgeoning damage. Instead of dealing damage, the revenant can grapple the target
(escape DC 14) provided the target is Large or smaller."} {:name "Vengeful
Glare", :type :action, :description "The revenant targets one creature it can see
within 30 feet of it and against which it has sworn vengeance. The target must make
a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the
revenant deals damage to it, or until the end of the revenant’s next turn. When the
paralysis ends, the target is frightened of the revenant for 1 minute. The
frightened target can repeat the saving throw at the end of each of its turns, with
disadvantage if it can see the revenant, ending the frightened condition on itself
on a success."} {:name "Longsword", :description "Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. If the target is a
creature against which the revenant has sworn vengeance, the target takes an extra
14 (4d6) slashing damage."}]}, :strahd-zombies {:key :strahd-zombies, :int
30, :speed "20", :name "Strahd Zombies", :alignment "unaligned", :cha 5, :hit-
points {:die-count 4, :die 8, :modifier 12}, :type :undead, :size :medium, :option-
pack "Curse of Strahd", :armor-class 8, :str 13, :saving-throws {:wis
0}, :challenge 1, :con 16, :dex 6, :wis 6, :props {:damage-immunity {:poison true},
:condition-immunity {:poisoned true}}, :traits [{:name "Loathsome
Limbs", :description "Whenever the zombie takes at least 5 bludgeoning or slashing
damage at one time, roll a d20 to determine what else happens to it:\n\n1-8: One
leg is severed from the zombie if it has any legs left.\n\n9-16: One arm is severed
from the zombie if it has any arms left.\n\n17-20: The zombie is decapitated.\n\nIf
the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed
part acts on the zombie’s initiative and has its own action and movement. A severed
part has AC 8. Any damage it takes is subtracted
from the zombie’s hit points.\n\nA severed leg is unable to attack and has a speed
of 5 feet.\n\nA severed arm has a speed of 5 feet and can make one claw attack on
its turn, with disadvantage on the attack roll. Each time the zombie loses an arm,
it loses a claw attack.\n\nIf its head is severed, the zombie loses its bite attack
and its body is blinded unless the head can see it. The severed head has a speed of
0 feet. It can make a bite attack but only against a target in its space.\n\nThe
zombie’s speed is halved if it’s missing a leg. If it loses both legs, it falls
prone. If it has both arms, it can crawl. With only one arm, it can still crawl,
but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit
from bonuses to speed."} {:type :action, :name "Multiattack", :description "The
zombie makes three attacks: one with its bite and two with its claws."} {:name
"Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4+1) piercing damage."} {:name "Claw", :description "Melee Weapon Attack: +3
to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage."}]}, :phantom-
warrior {:key :phantom-warrior, :int 8, :speed "30", :name "Phantom
Warrior", :alignment "any alignment", :cha 15, :hit-points {:die-count 6, :die
8, :modifier 18}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 16, :skills {:perception 2, :stealth 4}, :str 16, :challenge
1, :con 16, :dex 12, :wis 10, :props {:damage-resistance {:bludgeoning
true, :slashing true, :piercing true}, :damage-immunity {:cold true, :necrotic
true, :poison true}, :condition-immunity {:charmed true, :frightened
true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone
true, :restrained true}}, :traits [{:name "Ethereal Sight", :description "The
phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material
Plane, and vice versa."} {:description "The phantom warrior can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.", :name "Incorporeal Movement"}
{:description "The phantom warrior’s AC accounts for its spectral armor and
shield.", :name "Spectral Armor and Shield"} {:description "The phantom warrior
makes two attacks with its spectral longsword.", :name "Multiattack"} {:description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force
damage.", :name "Spectral Longsword"} {:description "The phantom warrior enters the
Ethereal Plane from the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t
affect or be affected by anything on the other plane.", :name
"Etherealness"}]}, :heart-of-sorrow {:key :heart-of-sorrow, :int 1, :speed
"0", :name "Heart of Sorrow", :alignment "unaligned", :cha 1, :hit-points {:die-
count 1, :die 4, :modifier 47}, :type :construct, :size :medium, :option-pack
"Curse of Strahd", :armor-class 15, :str 1, :challenge 5, :con 1, :dex 1, :wis
1}, :amalthia {:key :amalthia, :int 10, :speed "30", :name "Amalthia", :alignment
"neutral", :cha 10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :otto-belview
{:key :otto-belview, :int 9, :speed "20", :name "Otto Belview", :alignment "lawful
evil", :cha 6, :hit-points {:die-count 4, :die 8, :modifier
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:deception 2, :perception 2, :stealth 3}, :str 12, :challenge
0.25, :con 15, :dex 9, :wis 10, :props {:language {:common true}}, :traits [{:name
"Extraordinary Feature", :description "Standing Leap: The mongrelfolk’s long jump
is up to 20 feet and its high jump up to 10 feet, with or without a running
start."} {:name "Mimicry", :description "The mongrelfolk can mimic any sounds it
has beard, including voices. A creature that hears the sounds can tell they are
imitations with a successful DC 12 Wisdom (Insight) check."} {:type :action, :name
"Multiattack", :description "The mongrelfolk makes two attacks: one with its bite
and one with its claw or dagger."} {:name "Bite", :type :action, :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing
damage."} {:name "Claw", :type :action, :description "Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :yolanda {:key :yolanda, :int 13, :speed "30, fly 50 ft. in raven and
hybrid forms", :name "Yolanda", :alignment "lawful good", :cha 14, :hit-points
{:die-count 2, :die 8, :modifier 7}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str
10, :challenge 2, :con 11, :dex 15, :wis 15, :props {:language {:common
true}, :damage-resistance {:piercing true, :slashing true, :bludgeoning
true}}, :traits [{:name "Shapechanger", :description "The wereraven can use its
action to polymorph into a raven-humanoid hybrid or into a raven, or back into its
human form. Any equipment it is wearing or carrying isn’t transformed. It reverts
to its human form if it dies."} {:name "Mimicry", :description "The wereraven can
mimic simple sounds it has heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can tell they are imitations
with a successful DC 10 Wisdom (Insight) check."}]}, :rahadin {:key :rahadin, :int
15, :speed "35", :name "Rahadin", :alignment "lawful evil", :cha 18, :hit-points
{:die-count 18, :die 8, :modifier 54}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 18, :skills {:deception 8, :insight
7, :intimidation 12, :perception 11, :stealth 14}, :str 14, :saving-throws {:con 7,
:wis 7}, :challenge 10, :con 17, :dex 22, :wis 16, :props {:language {:common true,
:elvish true}}, :traits [{:name "Deathly Choir", :type :Other, :description "Any
creature within 10 feet of Rahadin that isn’t protected by a mind blank spell hears
in its mind the screams of the thousands of people Rahadin has killed. As a bonus
action, Rahadin can force all creatures that can hear the screams to make a DC 16
Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save,
or half as much damage on a successful one."} {:name "Fey Ancestry", :description
"Rahadin has advantage on saving throws against being charmed, and magic can’t put
him to sleep."} {:name "Innate Spellcasting", :description " Rahadin’s innate
spellcasting ability is Intelligence. He can innately cast the following spells,
requiring no components:\n\n3/day: misty step, phantom steed\n\n1/day: magic
weapon, nondetection"} {:name "Mask of the Wild", :description "Rahadin can attempt
to hide even when he is only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena."} {:name
"Multiattack", :type :action, :description "Rahadin attacks three times with his
scimitar, or twice with his poisoned darts."} {:name
"Scimitar", :type :action, :description "Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 9 (1d6+6) slashing damage."} {:name "Poisoned
Dart", :type :action, :description "Ranged Weapon Attack: +10 to hit, range 20/60
ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison
damage."}]}, :mirabel {:key :mirabel, :int 12, :speed "30", :name
"Mirabel", :alignment "neutral", :cha 16, :hit-points {:die-count 6, :die 8}, :type
:humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class 12, :skills
{:deception 5, :insight 4, :investigation 5, :perception 6, :persuasion
5, :sleight-of-hand 4, :stealth 4}, :str 10, :challenge 1, :con 10, :dex 15, :wis
14, :props {:language {:common true, :elvish true}}, :traits [{:name "Cunning
Action", :description "On each of its turns, the spy can use a bonus action to take
the Dash, Disengage, or Hide action."} {:name "Sneak Attack (1/Turn)", :description
"The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is within 5 ft. of an ally
of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the
attack roll."} {:name "Multiattack", :type :action, :description "The spy makes two
melee attacks."} {:name "Shortsword", :type :action, :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}
{:name "Hand Crossbow", :type :action, :description "Ranged Weapon Attack: +4 to
hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :dhavit
{:key :dhavit, :int 10, :speed "30", :name "Dhavit", :alignment "neutral", :cha 10,
:hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :franz-groza
{:key :franz-groza, :int 10, :speed "30 (40 in wolf form)", :name "Franz
Groza", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning false, :piercing
false, :slashing
false}, :language {:common true}, :damage-immunity {:bludgeoning true, :slashing
true, :piercing true}}, :traits [{:description "The werewolf can use its action to
polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form,
which is humanoid. Its statistics, other than its AC, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.", :name "Shapechanger"} {:name "Keen Hearing and
Smell", :description "The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with
werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action}
{:name "Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action}
{:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage
if used with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :cyrus-belview {:key :cyrus-belview, :int 9, :speed "20",
:name "Cyrus Belview", :alignment "neutral evil", :cha 6, :hit-points {:die-count
4, :die 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:deception 2, :perception 2, :stealth 3}, :str
12, :challenge 0.25, :con 15, :dex 9, :wis 10, :props {:language {:common
true}}, :traits [{:name "Extraordinary Feature", :description "Keen Hearing and
Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on
hearing or smell."} {:name "Mimicry", :description "The mongrelfolk can mimic any
sounds it has beard, including voices. A creature that hears the sounds can tell
they are imitations with a successful DC 12 Wisdom (Insight) check."}
{:type :action, :name "Multiattack", :description "The mongrelfolk makes two
attacks: one with its bite and one with its claw or dagger."} {:name
"Bite", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) piercing damage."} {:name
"Claw", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :exenther {:description "Truesight 120 ft", :legendary-actions
{:description "The lich can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time, and only at the end
of another creature’s turn. The lich regains spent legendary actions at the start
of its turn."}, :key :exenther, :int 20, :speed "30", :name "Exenther", :alignment
"neutral evil", :cha 16, :hit-points {:die-count 18, :die 8, :modifier
54}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 17,
:skills {:arcana 18, :deception ##NaN, :history 12, :insight 9, :perception
9}, :str 11, :saving-throws {:con 10, :int 12, :wis 9}, :challenge 21, :con
16, :dex 16, :wis 14, :props {:language {:common true, :abyssal true, :draconic
true, :elvish true, :infernal true, :primordial true}, :damage-resistance {:cold
true, :bludgeoning false, :lightning true, :necrotic true}, :damage-immunity
{:poison true, :bludgeoning true, :slashing true, :piercing true}, :condition-
immunity {:charmed true, :frightened true, :paralyzed true, :poisoned
true}}, :traits [{:name "Legendary Resistance (3/Day)", :description "If the lich
fails a saving throw, it can choose to succeed instead."} {:name
"Rejuvenation", :description "If it has a phylactery, a destroyed lich gains a new
body in 1d10 days, regaining all its hit points and becoming active again. The new
body appears within 5 feet of the phylactery."} {:name "Spellcasting", :description
"The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 20, +12 to hit with spell attacks). The lich has the following
wizard spells prepared:\n\nCantrips (at will): mage hand, prestidigitation, ray of
frost\n1st level (4 slots): detect magic, magic missile, shield, thunderwave\n\n2nd
level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, mirror image\n\
n3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n\n4th
level (3 slots): blight, dimension door\n\n5th level (3 slots): cloudkill, scrying\
n\n6th level (1 slot): disintegrate, globe of invulnerability\n\n7th level (1
slot): finger of death, plane shift\n\n8th level (1 slot): dominate monster, power
word stun\n\n9th level (1 slot): power word kill"} {:name "Turn
Resistance", :description "The lich has advantage on saving throws against any
effect that turns undead."} {:name "Paralyzing Touch", :type :action, :description
"Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold
damage. The target must succeed on a DC 18 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success."} {:name
"Cantrip", :type :legendary-action, :description "The lich casts a cantrip."}
{:name "Paralyzing Touch", :type :legendary-action, :description "The lich uses its
Paralyzing Touch."} {:name "Frightening Gaze", :type :legendary-
action, :description "The lich fixes its gaze on one creature it can see within 10
feet of it. The target must succeed on a DC 18 Wisdom saving throw against this
magic or become frightened for 1 minute. The frightened target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. If a target’s saving throw is successful or the effect ends for it, the
target is immune to the lich’s gaze for the next 24 hours."} {:name "Disrupt Life",
:type :legendary-action, :description "Each non-undead creature within 20 feet of
the lich must make a DC 18 Constitution saving throw against this magic, taking 21
(6d6) necrotic damage on a failed save, or half as much damage on a successful
one."}]}, :eravien-haund {:key :eravien-haund, :int 12, :speed "30", :name "Eravien
Haund", :alignment "lawful neutral", :cha 16, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:deception 5, :insight 4, :persuasion 5}, :str 12, :challenge
0.125, :con 12, :dex 12, :wis 14, :props {:language {:common true, :elvish
true}}, :traits [{:name "Rapier", :type :action, :description "Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage."}
{:description "The noble adds 2 to its AC against one melee attack that would hit
it. To do so, the noble must see the attacker and be wielding a melee
weapon.", :name "Parry (Reaction", :type :action}]}, :davra-jassur {:key :davra-
jassur, :int 13, :speed "30", :name "Davra Jassur", :alignment "lawful evil", :cha
10, :hit-points {:die-count 12, :die 8, :modifier
24}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:acrobatics 6, :deception 3, :perception 3, :stealth 9}, :str
12, :saving-throws {:dex 6, :int 4}, :challenge 8, :con 14, :dex 16, :wis
12, :props {:language {:common true, :infernal true}, :damage-resistance {:poison
true}}, :traits [{:name "Assassinate", :description "During its first turn, the
assassin has advantage on attack rolls against any creature that hasn’t taken a
turn. Any hit the assassin scores against a surprised creature is a critical hit."}
{:name "Evasion", :description "If the assassin is subjected to an effect that
allows it to make a Dexterity saving throw to take only half damage, the assassin
instead takes no damage if it succeeds on the saving throw, and only half damage if
it fails."} {:description "The assassin deals an extra 13 (4d6) damage when it hits
a target with a weapon attack and has advantage on the attack roll, or when the
target is within 5 ft. of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.", :name "Sneak Attack
(1/round)"} {:name "Multiattack", :type :action, :description "The assassin makes
two shortsword attacks."} {:name "Shortsword", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a successful one."}
{:name "Light Crossbow", :type :action, :description "Ranged Weapon Attack: +6 to
hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a
failed save, or half as much damage on a successful one."}]}, :ratka
{:key :ratka, :int 14, :speed "30", :name "Ratka", :alignment "chaotic
neutral", :cha 14, :hit-points {:die-count 10, :die 8, :modifier
20}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:athletics 4, :deception 4}, :str 15, :saving-throws {:str 4, :con
nil, :dex 5, :wis 2}, :challenge 2, :con 14, :dex 16, :wis 12, :props {:language
{:common true, :elvish true}}, :traits [{:name
"Multiattack", :type :action, :description "The captain makes three melee attacks:
two with its scimitar and one with its dagger. Or the captain makes two ranged
attacks with its daggers."} {:name "Scimitar",
:type :action, :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage."} {:name
"Dagger", :type :action, :description "Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."}
{:name "Parry (Reaction)", :type :action, :description "The captain adds 2 to its
AC against one melee attack that would hit it. To do so, the captain must see the
attacker and be wielding a melee weapon."}]}, :alexai {:key :alexai, :int
10, :speed "30", :name "Alexai", :alignment "chaotic neutral", :cha 10, :hit-points
{:die-count 2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 12, :skills {:perception ##NaN, :stealth
##NaN}, :str 11, :challenge 0.125, :con 12, :dex 12, :wis 10, :props {:language
{:common true}}, :traits [{:name "Scimitar", :type :action, :description "Melee
Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage."} {:name "Light Crossbow", :type :action, :description "Ranged Weapon
Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage."}]}, :lanniver-strayl {:key :lanniver-strayl, :int 12, :speed "30", :name
"Lanniver Strayl", :alignment "lawful good", :cha 15, :hit-points {:die-count
8, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 18, :str 16, :saving-throws {:con 4, :int 2}, :challenge
3, :con 14, :dex 12, :wis 12, :props {:language {:common true}}, :traits [{:name
"Brave", :description "The knight has advantage on saving throws against being
frightened."} {:name "Multiattack", :type :action, :description "The knight makes
two melee attacks."} {:name "Greatsword", :type :action, :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."}
{:name "Heavy Crossbow", :type :action, :description "Ranged Weapon Attack: +2 to
hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage."} {:name
"Leadership (Recharges after a Short or Long Rest)", :type :action, :description
"For 1 minute, the knight can utter a special command or warning whenever a
nonhostile creature that it can see within 30 ft. of it makes an attack roll or a
saving throw. The creature can add a d4 to its roll provided it can hear and
understand the knight. A creature can benefit from only one Leadership die at a
time. This effect ends if the knight is incapacitated."} {:name "Parry (Reaction)",
:type :action, :description "The knight adds 2 to its AC against one melee attack
that would hit it. To do so, the knight must see the attacker and be wielding a
melee weapon."}]}, :lars-kjurls {:key :lars-kjurls, :int 10, :speed "30", :name
"Lars Kjurls", :alignment "lawful good", :cha 10, :hit-points {:die-count 2, :die
8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 16, :skills {:perception 2, :stealth ##NaN}, :str
13, :challenge 0.125, :con 12, :dex 12, :wis 10, :props {:language {:common true}},
:traits [{:name "Spear", :type :action, :description "Melee or Ranged Weapon
Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a
melee attack."}]}, :majesto {:key :majesto, :int 12, :speed "20 ft, fly 40", :name
"Majesto", :alignment "lawful evil", :cha 14, :hit-points {:die-count 3, :die
4, :modifier 3}, :type :fiend, :size :tiny, :option-pack "Curse of Strahd", :armor-
class 13, :skills {:deception 4, :history 3, :persuasion 4, :stealth 5}, :str
6, :challenge 1, :con 13, :dex 19, :wis 12, :props {:language {:common
true, :infernal true}, :damage-resistance {:cold true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-
immunity {:poisoned true}}, :traits [{:description "The imp can use its action to
polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft.,
fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its
statistics are the same in each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn’t transformed. It reverts to its true form
if it dies.", :name "Shapechanger", :type :Other} {:description "Magical darkness
doesn’t impede the imp’s darkvision.", :name "Devil’s Sight"} {:name "Magic
Resistance", :description "The imp has advantage on saving throws against spells
and other magical effects."} {:name "Variant: Familiar", :description "The imp can
serve another creature as a familiar, forming a telepathic bond with its willing
master. While the two are bonded, the master can sense what the quasit senses as
long as they are within 1 mile of each other. While the imp is within 10 feet of
its master, the master shares the quasit’s Magic Resistance trait. At any time and
for any reason, the imp can end its service as a familiar, ending the telepathic
bond."} {:type :action, :description "Melee Weapon Attack: +5 to hit, reach 5 ft .,
one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11
Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half
as much damage on a successful one.", :name "Sting (Bite in Beast Form)"}
{:description "The imp magically turns invisible until it attacks, or until its
concentration ends (as if concentrating on a spell). Any equipment the imp wears or
carries is invisible with it.", :name "Invisibility", :type :action}]}, :muriel-
vinshaw {:key :muriel-vinshaw, :int 13, :speed "30, fly 50 ft. in raven and hybrid
forms", :name "Muriel Vinshaw", :alignment "lawful good", :cha 14, :hit-points
{:die-count 7, :die 8}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str 10, :challenge
2, :con 11, :dex 15, :wis 15, :props {:language {:common true}, :damage-resistance
{:piercing true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "The wereraven can use its action to polymorph into a
raven-humanoid hybrid or into a raven, or back into its human form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its human form if it
dies."} {:name "Mimicry", :description "The wereraven can mimic simple sounds it
has heard, such as a person whispering, a baby crying, or an animal chittering. A
creature that hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check."} {:description "The wereraven makes two weapon attacks,
one of which can be with its hand crossbow.", :name "Multiattack (Human or Hybrid
Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage
in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven lycanthropy.", :name "Beak (Raven or
Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand Crossbow
(Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :strahds-
animated-armor {:description "Blindsight 60", :key :strahds-animated-armor, :int 9,
:speed "30", :name "Strahd's Animated Armor", :alignment "lawful evil", :cha
9, :hit-points {:die-count 15, :die 8, :modifier
45}, :type :construct, :size :medium, :option-pack "Curse of Strahd", :armor-class
21, :skills {:perception 3}, :str 17, :challenge 6, :con 16, :dex 13, :wis
10, :props {:language {:common true}, :condition-immunity {:blinded true, :charmed
true, :frightened true, :paralyzed true, :petrified true, :poisoned true}}, :traits
[{:name "Constructed Nature", :description "An animated object doesn’t require air,
food, drink, or sleep."} {:name "Antimagic Suceptibility", :description "The armor
is incapacitated while in the area of an antimagic field. If targeted by dispel
magic, the armor must succeed on a Constitution saving throw against the caster’s
spell save DC or fall unconscious for 1 minute."} {:name "False
Appearance", :description "While the armor remains motionless, it is
indistinguishable from a normal suit of armor."} {:name
"Multiattack", :type :action, :description "The armor makes two melee attacks or
uses Shocking Bolt twice."} {:name "Greatsword", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage
plus 3 (1d6) lightning damage."} {:type :action, :name "Shocking
Bolt", :description "Ranged Spell Attack: +4 to hit (with advantage on the attack
roll if the target is wearing armor made of metal), range 60 ft., one target. Hit:
10 (3d6) lightning damage."}]}, :poltergeist {:key :poltergeist, :int 10, :speed
"fly 50", :name "Poltergeist", :alignment "chaotic evil", :cha 10, :hit-points
{:die-count 5, :die 8}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 12, :str 11, :challenge 1, :con 11, :dex 14, :wis 10, :props
{:damage-immunity {:cold false, :poison true, :necrotic true}, :language {:common
true}, :damage-resistance {:acid true, :fire true, :bludgeoning true, :lightning
true, :piercing true, :slashing true, :thunder true, :cold true}, :condition-
immunity {:charmed true, :grappled true, :paralyzed true, :petrified
true, :poisoned true, :prone true, :restrained true, :unconscious true}}, :traits
[{:name "Incorporeal Movement", :description "The specter can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object."} {:name "Sunlight
Sensitivity", :description "While in sunlight, the specter has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name
"Life Drain", :description "Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10
Constitution saving throw or its hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the creature finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0."}]}, :danika-
dorakova {:key :danika-dorakova, :int 13, :speed "30, fly 50 ft. in raven and
hybrid forms", :name "Danika Dorakova", :alignment "lawful good", :cha 14, :hit-
points {:die-count 7, :die 8}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str
10, :challenge 2, :con 11, :dex 15, :wis 15, :props {:language {:common
true}, :damage-resistance {:piercing true, :slashing true, :bludgeoning
true}}, :traits [{:name "Shapechanger", :description "The wereraven can use its
action to polymorph into a raven-humanoid hybrid or into a raven, or back into its
human form. Any equipment it is wearing or carrying isn’t transformed. It reverts
to its human form if it dies."} {:name "Mimicry", :description "The wereraven can
mimic simple sounds it has heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can tell they are imitations
with a successful DC 10 Wisdom (Insight) check."} {:description "The wereraven
makes two weapon attacks, one of which can be with its hand crossbow.", :name
"Multiattack (Human or Hybrid Form Only)", :type :action} {:description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven
form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it
must succeed on a DC 10 Constitution saving throw or be cursed with wereraven
lycanthropy.", :name "Beak (Raven or Hybrid Form Only)", :type :action} {:name
"Shortsword (Humanoid or Hybrid Form Only)", :description "Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.", :type :action}
{:type :action, :name "Hand Crossbow (Humanoid or Hybrid Form Only)", :description
"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2)
piercing damage."}]}, :madam-eva {:description "Dagger, Tarokka
Cards", :key :madam-eva, :int 17, :speed "20", :name "Madam Eva", :alignment
"neutral", :cha 18, :hit-points {:die-count 16, :die
10}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :skills {:acrobatics 7, :deception 8, :insight 13, :intimidation 8, :perception
8, :religion 7}, :str 8, :saving-throws {:con 5}, :challenge 10, :con 12, :dex
11, :wis 20, :props {:language {:abyssal true, :common true, :elvish
true, :infernal true}}, :traits [{:name "Spellcasting", :description "Madam Eva is
a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9
to hit with spell attacks). Madam Eva has the following cleric spells prepared:\n\
nCantrips (at will): light, mending, sacred flame, thaumaturgy\n\n1st level (4
slots): bane, command, detect evil and good, protection from evil and good\n\n2nd
level (3 slots): lesser restoration, protection from poison, spiritual weapon\n\
n3rd level (3 slots): create food and water, speak with dead, spirit guardians\n\
n4th level (3 slots): divination, freedom of movement, guardians of faith\n\n5th
level (2 slots): greater restoration, raise dead\n\n6th level (1 slot): find the
path, harm, true seeing\n\n7th level (1 slot): fire storm, regenerate\n\n8th level
(1 slot): earthquake"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage.", :type :action, :name "Dagger"}
{:description "Madam Eva targets one creature that she can see within 30 feet of
her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While
cursed, the target is blinded and deafened. The curse lasts until ended with a
greater restoration spell, a remove curse spell, or similar magic. When the curse
ends, Madam Eva takes 5d6 psychic damage.", :type :action, :name "Curse (Recharges
after a Long Rest)"} {:description "Madam Eva targets one creature that she can see
within 10 feet of her and casts one of the following spells on the target (save DC
17), requiring neither somatic nor material components to do so: animal friendship,
charm person, or hold person. If the target succeeds on the initial saving throw,
Madam Eva is blinded until the end of her next turn. Once a target succeeds on a
saving throw against this effect, it is immune to the Evil Eye power of all Vistani
for 24 hours.", :type :action, :name "Evil Eye (Recharges after a Short or Long
Rest)"}]}, :wesencia {:key :wesencia, :int 10, :speed "30 (40 in wolf form)", :name
"Wesencia", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 11, :skills {:perception 4}, :str 15, :challenge 3, :con
14, :dex 13, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:common true}}, :traits [{:description "The
werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a
wolf, or back into its true form, which is humanoid. Its statistics, other than its
AC, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:name
"Keen Hearing and Smell", :description "The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell."} {:name "Multiattack (Humanoid
or Hybrid Form Only)", :description "The werewolf makes two attacks: one with its
bite and one with its claws or spear.", :type :action} {:description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If
the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or
be cursed with werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form
Only)", :type :action} {:name "Claws (Hybrid Form Only)", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
damage.", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.", :name
"Spear (Humanoid Form Only)", :type :action}]}, :barovian-witch {:key :barovian-
witch, :int 14, :speed "30", :name "Barovian Witch", :alignment "chaotic
evil", :cha 12, :hit-points {:die-count 3, :die
8}, :type :aberration, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :skills {:arcana 4, :perception 2}, :str 7, :challenge 0.5, :con 12, :dex
11, :wis 11, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The witch is a 3rd-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell
attacks). The witch has the following wizard spells prepared:\n\nCantrips (at
will): mage hand, prestidigitation, ray of frost\n\n1st level (4 slots): ray of
sickness, sleep, Tasha’s hideous laughter\n\n2nd level (2 slots): alter self,
invisibility"} {:name "Claws (After Alter Self)", :description "Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This
attack is magical.", :type :action} {:name "Dagger", :type :action, :description
"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 2 (1d4) piercing damage."}]}, :offalia-wormwiggle {:key :offalia-
wormwiggle, :int 16, :speed "30", :name "Offalia Wormwiggle", :alignment "neutral
evil", :cha 16, :hit-points {:die-count 15, :die 8, :modifier 45}, :type :humanoid,
:size :medium, :option-pack "Curse of Strahd", :armor-class 17, :skills {:deception
7, :history 6, :perception 6, :stealth 6}, :str 18, :challenge 5, :con 16, :dex 15,
:wis 14, :props {:language {:abyssal true, :common true, :infernal
true, :primordial true}, :damage-resistance {:cold true, :fire true, :bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:charmed
true}}, :traits [{:description "The hag’s innate spellcasting ability is Charisma
(spell save DC 14, +6 to hit with spell attacks). She can innately cast the
following spells, requiring no material components:\n\nAt will: detect magic, magic
missile\n\n2/day each: plane shift (self only), ray of enfeeblement, sleep", :name
"Innate Spellcasting"} {:description "The hag has advantage on saving throws
against spells and other magical effects.", :name "Magic Resistance"} {:description
"A night hag carries two very rare magic items that she must craft for herself If
either object is lost, the night hag will go to great lengths to retrieve it, as
creating a new tool takes time and effort.\n\nHeartstone: This lustrous black gem
allows a night hag to become ethereal while it is in her possession. The touch of a
heartstone also cures any disease. Crafting a heartstone takes 30 days.\n\nSoul
Bag: When an evil humanoid dies as a result of a night hag’s Nightmare Haunting,
the hag catches the soul in this black sack made of stitched flesh. A soul bag can
hold only one evil soul at a time, and only the night hag who crafted the bag can
catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice
(whose flesh is used to make the bag).", :name "Night Hag items"} {:name "Hag
Coven", :description "When hags must work together, they form covens, in spite of
their selfish natures. A coven is made up of hags of any type, all of whom are
equals within the group. However, each of the hags continues to
desire more personal power.\n\nA coven consists of three hags so that any
arguments between two hags can be settled by the third. If more than three hags
ever come together, as might happen if two covens come into conflict, the result is
usually chaos."} {:description "While all three members of a hag coven are within
30 feet of one another, they can each cast the following spells from the wizard’s
spell list but must share the spell slots among themselves:\n\n1st level (4 slots):
identify, ray of sickness\n\n2nd level (3 slots): hold person, locate object\n\n3rd
level (3 slots): bestow curse, counterspell, lightning bolt\n\n4th level (3 slots):
phantasmal killer, polymorph\n\n5th level (2 slots): contact other plane, scrying\
n\n6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-
level spellcaster that uses Intelligence as her spellcasting ability. The spell
save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the
hag’s Intelligence modifier.", :name "Shared Spellcasting (Coven Only)"}
{:description "A hag coven can craft a magic item called a hag eye, which is made
from a real eye coated in varnish and often fitted to a pendant or other wearable
item. The hag eye is usually entrusted to a minion for safekeeping and transport. A
hag in the coven can take an action to see what the hag eye sees if the hag eye is
on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision
with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic
damage and is blinded for 24 hours.\n\nA hag coven can have only one hag eye at a
time, and creating a new one requires all three members of the coven to perform a
ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded.
During the ritual, if the hags take any action other than performing the ritual,
they must start over.", :name "Hag Eye (Coven Only)"} {:description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
damage.", :name "Claws (Hag Form Only)"} {:description "The hag magically
polymorphs into a Small or Medium female humanoid, or back into her true form. Her
statistics are the same in each form. Any equipment she is wearing or carrying
isn’t transformed. She reverts to her true form if she dies.", :name "Change
Shape"} {:description "The hag magically enters the Ethereal Plane from the
Material Plane, or vice versa. To do so, the hag must have a heartstone in her
possession.", :name "Etherealness"} {:description "While on the Ethereal Plane, the
hag magically touches a sleeping humanoid on the Material Plane. A protection from
evil and good spell cast on the target prevents this contact, as does a magic
circle. As long as the contact persists, the target has dreadful visions. If these
visions last for at least 1 hour, the target gains no benefit from its rest, and
its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s
hit point maximum to 0, the target dies, and if the target was evil, its soul is
trapped in the hag’s soul bag. The reduction to the target’s hit point maximum
lasts until removed by the greater restoration spell or similar magic.", :name
"Nightmare Haunting (1/Day)"}]}, :wensencia {:key :wensencia, :int 10, :speed "30
(40 in wolf form)", :name "Wensencia", :alignment "chaotic evil", :cha 10, :hit-
points {:die-count 9, :die 8, :modifier
18}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:perception 4}, :str 15, :challenge 3, :con 14, :dex 13, :wis
12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true},
:language {:common true}}, :traits [{:description "The werewolf can use its action
to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true
form, which is humanoid. Its statistics, other than its AC, are the same in each
form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its
true form if it dies.", :name "Shapechanger"} {:name "Keen Hearing and
Smell", :description "The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action} {:description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with
werewolf lycanthropy.", :name "Bite (Wolf or Hybrid Form Only)", :type :action}
{:name "Claws (Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", :type :action}
{:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage
if used with two hands to make a melee attack.", :name "Spear (Humanoid Form
Only)", :type :action}]}, :dmitri-krezkov {:key :dmitri-krezkov, :int 12, :speed
"30", :name "Dmitri Krezkov", :alignment "lawful good", :cha 16, :hit-points {:die-
count 2, :die 8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 15, :skills {:deception 5, :insight 4, :persuasion
5}, :str 12, :challenge 0.125, :con 12, :dex 12, :wis 14, :props {:language
{:common true, :elvish true}}, :traits [{:name
"Rapier", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage."} {:description "The noble adds 2 to
its AC against one melee attack that would hit it. To do so, the noble must see the
attacker and be wielding a melee weapon.", :name "Parry
(Reaction", :type :action}]}, :kretyana-dolvof {:key :kretyana-dolvof, :int
10, :speed "30", :name "Kretyana Dolvof", :alignment "lawful good", :cha 10, :hit-
points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :anastrasya-karelova
{:key :anastrasya-karelova, :int 12, :speed "30", :name "Anastrasya
Karelova", :alignment "neutral evil", :cha 12, :hit-points {:die-count 10, :die
8, :modifier 33}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:perception 3, :stealth 6}, :str 16, :saving-
throws {:dex 6, :wis 3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-
resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing
true}, :language {:common true}}, :traits [{:name "Regeneration", :description "The
vampire regains 10 hit points at the start of its turn if it has at least 1 hit
point and isn’t in sunlight or running water. If the vampire takes radiant damage
or damage from holy water, this trait doesn’t function at the start of the
vampire’s next turn."} {:name "Spider Climb", :description "The vampire can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check."} {:name "Vampire Weaknesses", :description "The vampire has the
following flaws:\n\nForbiddance. The vampire can’t enter a residence without an
invitation from one of the occupants.\n\nHarmed by Running Water. The vampire takes
20 acid damage when it ends its turn in running water.\n\nStake to the Heart. The
vampire is destroyed if a piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place.\n\nSunlight Hypersensitivity. The
vampire takes 20 radiant damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0."} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 13)."}]}, :biannca {:key :biannca, :int
10, :speed "30 (40 in wolf form)", :name "Biannca", :alignment "chaotic evil", :cha
10, :hit-points {:die-count 9, :die 8, :modifier
18}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :skills {:perception 4}, :str 15, :challenge 3, :con 14, :dex 13, :wis
12, :props {:damage-resistance {:bludgeoning false, :piercing false, :slashing
false}, :language {:common true}, :damage-immunity {:bludgeoning true, :slashing
true, :piercing true}}, :traits [{:description "The werewolf can use its action to
polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form,
which is humanoid. Its statistics, other than its AC, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.", :name "Shapechanger"} {:name "Keen Hearing and
Smell", :description "The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:name "Multiattack (Humanoid or Hybrid Form
Only)", :description "The werewolf makes two attacks: one with its bite and one
with its claws or spear.", :type :action}
{:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12
Constitution saving throw or be cursed with werewolf lycanthropy.", :name "Bite
(Wolf or Hybrid Form Only)", :type :action} {:name "Claws (Hybrid Form
Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (2d4 + 2) slashing damage.", :type :action} {:description "Melee or Ranged
Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6
+ 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make
a melee attack.", :name "Spear (Humanoid Form Only)", :type :action}]}, :alenka
{:key :alenka, :int 12, :speed "30", :name "Alenka", :alignment "neutral", :cha 16,
:hit-points {:die-count 6, :die 8}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 12, :skills {:deception 5, :insight
4, :investigation 5, :perception 6, :persuasion 5, :sleight-of-hand 4, :stealth 4},
:str 10, :challenge 1, :con 10, :dex 15, :wis 14, :props {:language {:common
true, :elvish true}}, :traits [{:name "Cunning Action", :description "On each of
its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide
action."} {:name "Sneak Attack (1/Turn)", :description "The spy deals an extra 7
(2d6) damage when it hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 ft. of an ally of the spy that isn’t
incapacitated and the spy doesn’t have disadvantage on the attack roll."} {:name
"Multiattack", :type :action, :description "The spy makes two melee attacks."}
{:name "Shortsword", :type :action, :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {:name "Hand
Crossbow", :type :action, :description "Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :arrebelle
{:key :arrebelle, :int 10, :speed "30", :name "Arrebelle", :alignment "lawful
neutral", :cha 10, :hit-points {:die-count 1, :die 8, :modifier -
2}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[]}, :bella-sunbane {:key :bella-sunbane, :int 16, :speed "30", :name "Bella
Sunbane", :alignment "neutral evil", :cha 16, :hit-points {:die-count 15, :die
8, :modifier 45}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 17, :skills {:deception 7, :history 6, :perception
6, :stealth 6}, :str 18, :challenge 5, :con 16, :dex 15, :wis 14, :props {:language
{:abyssal true, :common true, :infernal true, :primordial true}, :damage-resistance
{:cold true, :fire true, :bludgeoning true, :piercing true, :slashing
true}, :condition-immunity {:charmed true}}, :traits [{:description "The hag’s
innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). She can innately cast the following spells, requiring no material
components:\n\nAt will: detect magic, magic missile\n\n2/day each: plane shift
(self only), ray of enfeeblement, sleep", :name "Innate Spellcasting"}
{:description "The hag has advantage on saving throws against spells and other
magical effects.", :name "Magic Resistance"} {:description "A night hag carries two
very rare magic items that she must craft for herself If either object is lost, the
night hag will go to great lengths to retrieve it, as creating a new tool takes
time and effort.\n\nHeartstone: This lustrous black gem allows a night hag to
become ethereal while it is in her possession. The touch of a heartstone also cures
any disease. Crafting a heartstone takes 30 days.\n\nSoul Bag: When an evil
humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the
soul in this black sack made of stitched flesh. A soul bag can hold only one evil
soul at a time, and only the night hag who crafted the bag can catch a soul with
it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used
to make the bag).", :name "Night Hag items"} {:name "Hag Coven", :description "When
hags must work together, they form covens, in spite of their selfish natures. A
coven is made up of hags of any type, all of whom are equals within the group.
However, each of the hags continues to desire more personal power.\n\nA coven
consists of three hags so that any arguments between two hags can be settled by the
third. If more than three hags ever come together, as might happen if two covens
come into conflict, the result is usually chaos."} {:description "While all three
members of a hag coven are within 30 feet of one another, they can each cast the
following spells from the wizard’s spell list but must share the spell slots among
themselves:\n\n1st level (4 slots): identify, ray of sickness\n\n2nd level (3
slots): hold person, locate object\n\n3rd level (3 slots): bestow curse,
counterspell, lightning bolt\n\n4th level (3 slots): phantasmal killer, polymorph\
n\n5th level (2 slots): contact other plane, scrying\n\n6th level (1 slot): eye
bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses
Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s
Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence
modifier.", :name "Shared Spellcasting (Coven Only)"} {:description "A hag coven
can craft a magic item called a hag eye, which is made from a real eye coated in
varnish and often fitted to a pendant or other wearable item. The hag eye is
usually entrusted to a minion for safekeeping and transport. A hag in the coven can
take an action to see what the hag eye sees if the hag eye is on the same plane of
existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60
feet. If it is destroyed, each coven member takes 3d10 psychic damage and is
blinded for 24 hours.\n\nA hag coven can have only one hag eye at a time, and
creating a new one requires all three members of the coven to perform a ritual. The
ritual takes 1 hour, and the hags can’t perform it while blinded. During the
ritual, if the hags take any action other than performing the ritual, they must
start over.", :name "Hag Eye (Coven Only)"} {:description "Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", :name "Claws
(Hag Form Only)"} {:description "The hag magically polymorphs into a Small or
Medium female humanoid, or back into her true form. Her statistics are the same in
each form. Any equipment she is wearing or carrying isn’t transformed. She reverts
to her true form if she dies.", :name "Change Shape"} {:description "The hag
magically enters the Ethereal Plane from the Material Plane, or vice versa. To do
so, the hag must have a heartstone in her possession.", :name "Etherealness"}
{:description "While on the Ethereal Plane, the hag magically touches a sleeping
humanoid on the Material Plane. A protection from evil and good spell cast on the
target prevents this contact, as does a magic circle. As long as the contact
persists, the target has dreadful visions. If these visions last for at least 1
hour, the target gains no benefit from its rest, and its hit point maximum is
reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0,
the target dies, and if the target was evil, its soul is trapped in the hag’s soul
bag. The reduction to the target’s hit point maximum lasts until removed by the
greater restoration spell or similar magic.", :name "Nightmare Haunting
(1/Day)"}]}, :sasha-ivliskova {:key :sasha-ivliskova, :int 12, :speed "30", :name
"Sasha Ivliskova", :alignment "neutral evil", :cha 12, :hit-points {:die-count
10, :die 8, :modifier 33}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:perception 3, :stealth 6}, :str 16, :saving-
throws {:dex 6, :wis 3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-
resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing
true}, :language {:common true}}, :traits [{:name "Regeneration", :description "The
vampire regains 10 hit points at the start of its turn if it has at least 1 hit
point and isn’t in sunlight or running water. If the vampire takes radiant damage
or damage from holy water, this trait doesn’t function at the start of the
vampire’s next turn."} {:name "Spider Climb", :description "The vampire can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check."} {:name "Vampire Weaknesses", :description "The vampire has the
following flaws:\n\nForbiddance. The vampire can’t enter a residence without an
invitation from one of the occupants.\n\nHarmed by Running Water. The vampire takes
20 acid damage when it ends its turn in running water.\n\nStake to the Heart. The
vampire is destroyed if a piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place.\n\nSunlight Hypersensitivity. The
vampire takes 20 radiant damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0."} {:name
"Claws",
:type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire
can grapple the target (escape DC 13)."}]}, :arrigal {:key :arrigal, :int
13, :speed "30", :name "Arrigal", :alignment "neutral evil", :cha 10, :hit-points
{:die-count 12, :die 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 15, :skills {:acrobatics 6, :deception
3, :perception 3, :stealth 9}, :str 12, :saving-throws {:dex 6, :int 4}, :challenge
8, :con 14, :dex 16, :wis 12, :props {:language {:common true, :infernal
true}, :damage-resistance {:poison true}}, :traits [{:name
"Assassinate", :description "During its first turn, the assassin has advantage on
attack rolls against any creature that hasn’t taken a turn. Any hit the assassin
scores against a surprised creature is a critical hit."} {:name
"Evasion", :description "If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the assassin instead
takes no damage if it succeeds on the saving throw, and only half damage if it
fails."} {:description "The assassin deals an extra 13 (4d6) damage when it hits a
target with a weapon attack and has advantage on the attack roll, or when the
target is within 5 ft. of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.", :name "Sneak Attack
(1/round)"} {:name "Multiattack", :type :action, :description "The assassin makes
two shortsword attacks."} {:name "Shortsword", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a successful one."}
{:name "Light Crossbow", :type :action, :description "Ranged Weapon Attack: +6 to
hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a
failed save, or half as much damage on a successful one."}]}, :tree-blight
{:key :tree-blight, :int 6, :speed "3", :name "Tree Blight", :alignment "neutral
evil", :cha 30, :hit-points {:die-count 13, :die 12, :modifier
65}, :type :plant, :size :huge, :option-pack "Curse of Strahd", :armor-class
15, :str 23, :challenge 7, :con 20, :dex 10, :wis 10, :props {:condition-immunity
{:blinded true, :deafened true}, :damage-immunity {:fire false}, :damage-
vulnerability {:fire true}}, :traits [{:name "False Appearance", :description
"While the blight remains motionless, it is indistinguishable from a dead tree."}
{:name "Siege Monster", :description "The blight deals double damage to objects and
structures."} {:name "Multiattack", :type :action, :description "The blight makes
four attacks: two with its branches and two with its grasping roots, If it has a
target grappled, the blight can also make a bite attack against the target as a
bonus action."} {:name "Bite", :type :action, :description "Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage."} {:name
"Branch", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit (3d6+6) bludgeoning damage."} {:name "Grasping
Root", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 15 ft.,
one creature not grappled by the blight. Hit: the target is grappled (escape DC
15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the
start of each of its turns. The root has AC 15 and can be severed by dealing 6
slashing damage or more to it at once. Cutting the root doesn’t hurt the blight but
ends the grapple."}]}, :zelraun-roringhorn {:key :zelraun-roringhorn, :int
17, :speed "30", :name "Zelraun Roringhorn", :alignment "lawful neutral", :cha
11, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-
pack "Curse of Strahd", :armor-class 12, :skills {:arcana 6, :history 6}, :str
9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis
12, :traits [{:name "Spellcasting", :description "The mage is a 9th-level
spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The mage has the following wizard spells prepared:Cantrips (at
will): fire bolt, light, mage hand, prestidigitation\n\n1st level (4 slots): detect
magic, mage armor, magic missile, shield\n\n2nd level (3 slots): misty step,
suggestion\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3
slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold"}
{:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :type :action, :name
"Dagger"}]}, :milijov {:key :milijov, :int 10, :speed "30", :name
"Milijov", :alignment "neutral evil", :cha 10, :hit-points {:die-count 1, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 15, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:name "Shovel", :type :action, :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage."}]}, :henrik-van-der-
voort {:key :henrik-van-der-voort, :int 10, :speed "30", :name "Henrik van der
Voort", :alignment "lawful evil", :cha 10, :hit-points {:die-count 1, :die
8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 10, :str 10, :con 10, :dex 10, :wis 10, :props {:language
{:common true}}, :traits [{:description "Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning damage.", :name "Club", :type :action}]},
:stanimir {:key :stanimir, :int 17, :speed "30", :name "Stanimir", :alignment
"chaotic neutral", :cha 11, :hit-points {:die-count 9, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis
4}, :challenge 6, :con 11, :dex 14, :wis 12, :traits [{:name
"Spellcasting", :description "The mage is a 9th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage
has the following wizard spells prepared:\nCantrips (at will): friends, light, mage
hand, prestidigitation\n1st level (4 slots): charm person, mage armor, shield,
sleep\n. 2nd level (3 slots): misty step, suggestion\n3rd level (3 slots): bestow
curse, phantom steed, vampiric touch\n4th level (3 slots): greater invisibility,
stoneskin\n5th level (1 slot): dominate person"} {:description "Melee or Ranged
Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.", :type :action, :name "Dagger"}]}, :lief-lipsiege {:key :lief-
lipsiege, :int 10, :speed "30", :name "Lief Lipsiege", :alignment "chaotic
evil", :cha 10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :stella-watcher
{:key :stella-watcher, :int 10, :speed "30", :name "Stella Watcher", :alignment
"chaotic good", :cha 10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :parpol-parriwimple-
cantemir {:key :parpol-parriwimple-cantemir, :int 10, :speed "30", :name
"Parpol \"Parriwimple\" Cantemir", :alignment "lawful good", :cha 15, :hit-points
{:die-count 15, :die 8, :modifier 45}, :type :humanoid, :size :medium, :option-pack
"Curse of Strahd", :armor-class 14, :skills {:athletics 10, :intimidation 5}, :str
18, :saving-throws {:str 7, :con 6, :dex 5}, :challenge 5, :con 16, :dex 15, :wis
12, :props {:language {:common true}}, :traits [{:name "Brave", :description "The
gladiator has advantage on saving throws against being frightened."} {:name
"Brute", :description "A melee weapon deals one extra die of its damage when the
gladiator hits with it (included in the attack)."} {:name
"Multiattack", :description "The gladiator makes three melee attacks or two ranged
attacks.", :type :action} {:name "Spear", :description "Melee or Ranged Weapon
Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4)
piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a
melee attack.", :type :action} {:name "Parry (Reaction)", :description "The
gladiator adds 3 to its AC against one melee attack that would hit it. To do so,
the gladiator must see the attacker and be wielding a melee
weapon.", :type :action}]}, :stefania {:key :stefania, :int 13, :speed "30, fly 50
ft. in raven and hybrid forms", :name "Stefania", :alignment "lawful good", :cha
14, :hit-points {:die-count 7, :die 8}, :type :humanoid, :size :medium, :option-
pack "Curse of Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str
10, :challenge 2, :con 11, :dex 15, :wis 15, :props {:language {:common
true}, :damage-resistance {:piercing true, :slashing true, :bludgeoning
true}}, :traits [{:name "Shapechanger", :description "The wereraven can use its
action to polymorph into a raven-humanoid hybrid or into a raven, or back into its
human form. Any equipment it is wearing or carrying isn’t transformed. It reverts
to its human form if it dies."} {:name "Mimicry", :description "The wereraven can
mimic simple
sounds it has heard, such as a person whispering, a baby crying, or an animal
chittering. A creature that hears the sounds can tell they are imitations with a
successful DC 10 Wisdom (Insight) check."} {:description "The wereraven makes two
weapon attacks, one of which can be with its hand crossbow.", :name "Multiattack
(Human or Hybrid Form Only)", :type :action} {:description "Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2)
piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC
10 Constitution saving throw or be cursed with wereraven lycanthropy.", :name "Beak
(Raven or Hybrid Form Only)", :type :action} {:name "Shortsword (Humanoid or Hybrid
Form Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) piercing damage.", :type :action} {:type :action, :name "Hand
Crossbow (Humanoid or Hybrid Form Only)", :description "Ranged Weapon Attack: +4 to
hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage."}]}, :madalena
{:key :madalena, :int 10, :speed "30", :name "Madalena", :alignment "neutral", :cha
10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :arik-lorensk
{:key :arik-lorensk, :int 10, :speed "30", :name "Arik Lorensk", :alignment "lawful
neutral", :cha 10, :hit-points {:die-count 1, :die 8, :modifier
0}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :str 10, :con 10, :dex 10, :wis 10, :props {:language {:common true}}, :traits
[{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.", :name "Club", :type :action}]}, :vasilka
{:key :vasilka, :int 6, :speed "30", :name "Vasilka", :alignment "neutral", :cha 5,
:hit-points {:die-count 10, :die 8, :modifier 44}, :type :construct, :size :medium,
:option-pack "Curse of Strahd", :armor-class 9, :str 19, :challenge 5, :con
18, :dex 9, :wis 10, :props {:damage-immunity {:lightning true, :poison
true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity
{:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned
true}}, :traits [{:name "Beserk", :description "Whenever the golem starts its turn
with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the golem attacks an object, with
preference for an object smaller than itself. Once the golem goes berserk, it
continues to do so until it is destroyed or regains all its hit points.\n\nThe
golem’s creator, if within 60 feet of the berserk golem, can try to calm it by
speaking firmly and persuasively. The golem must be able to hear its creator, who
must take an action to make a DC 15 Charisma (Persuasion) check. If the check
succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit
points or fewer, the golem might go berserk again."} {:name "Aversion to
Fire", :description "If the golem takes fire damage, it has disadvantage on attack
rolls and ability checks until the end of its next turn."} {:name "Immutable Form",
:description "The golem is immune to any spell or effect that would alter its
form."} {:name "Lightning Absorption", :description "Whenever the golem is
subjected to lightning damage, it takes no damage and instead regains a number of
hit points equal to the lightning damage dealt."} {:description "The golem has
advantage on saving throws against spells and other magical effects.", :name "Magic
Resistance"} {:description "The golem’s weapon attacks are magical.", :name "Magic
Weapons"} {:description "The golem makes two slam attacks.", :name "Multiattack"}
{:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage.", :name "Slam"}]}, :ghost-of-assassin {:key :ghost-
of-assassin, :int 10, :speed "Fly 40 hover", :name "Ghost of Assassin", :alignment
"chaotic evil", :cha 17, :hit-points {:die-count 10, :die
8}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :str 7, :challenge 4, :con 10, :dex 13, :wis 12, :props {:damage-resistance
{:acid true, :lightning true, :thunder true, :slashing true, :piercing
true, :bludgeoning true}, :damage-immunity {:cold true, :necrotic true, :poison
true}, :condition-immunity {:charmed true, :frightened true, :grappled
true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained
true}}, :traits [{:name "Ethereal Sight", :description "The ghost can see 60 ft.
into the Ethereal Plane when it is on the Material Plane, and vice versa."} {:name
"Incorporeal Movement", :description "The ghost can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object."} {:type :action, :name "Withering
Touch", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
17 (4d6 + 3) necrotic damage."} {:name "Etherealness", :type :action, :description
"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is
visible on the Material Plane while it is in the Border Ethereal, and vice versa,
yet it can’t affect or be affected by anything on the other plane."} {:description
"Each non-undead creature within 60 ft. of the ghost that can see it must succeed
on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the
saving throw at the end of each of its turns, ending the frightened condition on
itself on a success. If a target’s saving throw is successful or the effect ends
for it, the target is immune to this ghost’s Horrifying Visage for the next 24
hours. The aging effect can be reversed with a greater restoration spell, but only
within 24 hours of it occurring.", :name "Horrifying Visage", :type :action}
{:description "One humanoid that the ghost can see within 5 ft. of it must succeed
on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then
disappears, and the target is incapacitated and loses control of its body. The
ghost now controls the body but doesn’t deprive the target of awareness. The ghost
can’t be targeted by any attack, spell, or other effect, except ones that turn
undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity
to being charmed and frightened. It otherwise uses the possessed target’s
statistics, but doesn’t gain access to the target’s knowledge, class features, or
proficiencies.", :name "Possession (Recharge 6)", :type :action}]}, :volenta-
popofsy {:key :volenta-popofsy, :int 12, :speed "30", :name "Volenta
Popofsy", :alignment "neutral evil", :cha 12, :hit-points {:die-count 10, :die
8, :modifier 33}, :type :undead, :size :medium, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:perception 3, :stealth 6}, :str 16, :saving-
throws {:dex 6, :wis 3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-
resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing
true}, :language {:common true}}, :traits [{:name "Regeneration", :description "The
vampire regains 10 hit points at the start of its turn if it has at least 1 hit
point and isn’t in sunlight or running water. If the vampire takes radiant damage
or damage from holy water, this trait doesn’t function at the start of the
vampire’s next turn."} {:name "Spider Climb", :description "The vampire can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check."} {:name "Vampire Weaknesses", :description "The vampire has the
following flaws:\n\nForbiddance. The vampire can’t enter a residence without an
invitation from one of the occupants.\n\nHarmed by Running Water. The vampire takes
20 acid damage when it ends its turn in running water.\n\nStake to the Heart. The
vampire is destroyed if a piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place.\n\nSunlight Hypersensitivity. The
vampire takes 20 radiant damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability checks."} {:name
"Multiattack", :type :action, :description "The vampire makes two attacks, only one
of which can be a bite attack."} {:name "Bite", :type :action, :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is
grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0."} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 13)."}]}, :baron-vargas-vallakovich {:key
:baron-vargas-vallakovich, :int 12, :speed "30", :name "Baron Vargas
Vallakovich", :alignment "neutral", :cha 16, :hit-points {:die-count 2, :die
8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:deception 5, :insight 4, :persuasion 5}, :str
12, :challenge 0.125, :con 12, :dex 12, :wis 14, :props {:language {:common
true, :elvish true}}, :traits [{:name "Rapier",
:type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage."} {:description "The noble adds 2 to its
AC against one melee attack that would hit it. To do so, the noble must see the
attacker and be wielding a melee weapon.", :name "Parry
(Reaction", :type :action}]}, :victor-vallakovich {:key :victor-vallakovich, :int
17, :speed "30", :name "Victor Vallakovich", :alignment "neutral evil", :cha
11, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-
pack "Curse of Strahd", :armor-class 12, :skills {:arcana 6, :history 6}, :str
9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis
12, :traits [{:name "Spellcasting", :description "The mage is a 9th-level
spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The mage has the following wizard spells prepared:Cantrips (at
will): fire bolt, light, mage hand, prestidigitation\n\n1st level (4 slots): detect
magic, mage armor, magic missile, shield\n\n2nd level (3 slots): misty step,
suggestion\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3
slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold"}
{:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :type :action, :name
"Dagger"}]}, :sorvia {:key :sorvia, :int 12, :speed "30", :name
"Sorvia", :alignment "neutral", :cha 16, :hit-points {:die-count 6, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
12, :skills {:deception 5, :insight 4, :investigation 5, :perception 6, :persuasion
5, :sleight-of-hand 4, :stealth 4}, :str 10, :challenge 1, :con 10, :dex 15, :wis
14, :props {:language {:common true, :elvish true}}, :traits [{:name "Cunning
Action", :description "On each of its turns, the spy can use a bonus action to take
the Dash, Disengage, or Hide action."} {:name "Sneak Attack (1/Turn)", :description
"The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is within 5 ft. of an ally
of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the
attack roll."} {:name "Multiattack", :type :action, :description "The spy makes two
melee attacks."} {:name "Shortsword", :type :action, :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}
{:name "Hand Crossbow", :type :action, :description "Ranged Weapon Attack: +4 to
hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage."}]}, :guardian-portrait {:key :guardian-portrait, :int 14, :speed
"0", :name "Guardian Portrait", :alignment "unaligned", :cha 10, :hit-points {:die-
count 5, :die 8}, :type :celestial, :size :medium, :option-pack "Curse of
Strahd", :armor-class 5, :str 1, :challenge 0.125, :con 10, :dex 1, :wis 10, :props
{:language {:common true, :infernal true, :draconic true}, :condition-immunity
{:blinded false, :charmed true, :deafened false, :frightened true, :grappled
true, :paralyzed true, :petrified true, :poisoned true}}, :traits [{:name
"Constructed Nature", :description "An animated object doesn’t require air, food,
drink, or sleep."} {:name "Antimagic Susceptibility", :description "The portrait is
incapacitated while in the area of an antimagic field. If targeted by dispel magic,
the portrait must succeed on a Constitution saving throw against the caster’s spell
save DC or fall unconscious for 1 minute."} {:name "Innate
Spellcasting", :description "The portrait’s innate spellcasting ability os
Intelligence (spell save DC 12). The portrait can innately cast the following
spells, requiring no material components:\n\n3/day each: counterspell, crown of
madness, hypnotic pattern, telekinesis"} {:name "False Appearance", :description
"While the figure in the portrait remains motionless, it is indistinguishable from
a normal painting."}]}, :rose {:key :rose, :int 10, :speed "Fly 40 hover", :name
"Rose", :alignment "lawful good", :cha 17, :hit-points {:die-count 10, :die
6}, :type :undead, :size :small, :option-pack "Curse of Strahd", :armor-class
11, :str 7, :challenge 30, :con 10, :dex 13, :wis 12, :props {:damage-resistance
{:acid true, :lightning true, :thunder true, :slashing true, :piercing
true, :bludgeoning true}, :damage-immunity {:cold true, :necrotic true, :poison
true}, :condition-immunity {:charmed true, :frightened true, :grappled
true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained
true}, :language {:common true}}, :traits [{:name "Ethereal Sight", :description
"The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane,
and vice versa."} {:name "Incorporeal Movement", :description "The ghost can move
through other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object."} {:type :action, :name
"Withering Touch", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage."} {:name
"Etherealness", :type :action, :description "The ghost enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible on the Material Plane while
it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by
anything on the other plane."} {:description "One humanoid that the ghost can see
within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by
the ghost; the ghost then disappears, and the target is incapacitated and loses
control of its body. The ghost now controls the body but doesn’t deprive the target
of awareness. The ghost can’t be targeted by any attack, spell, or other effect,
except ones that turn undead, and it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and frightened. It otherwise uses the
possessed target’s statistics, but doesn’t gain access to the target’s knowledge,
class features, or proficiencies.", :name "Possession (Recharge
6)", :type :action}]}, :donavich {:key :donavich, :int 10, :speed "30", :name
"Donavich", :alignment "lawful good", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
10, :skills {:medicine 4, :religion 2}, :str 10, :challenge 0.25, :con 10, :dex 10,
:wis 14, :props {:language {:common true}}, :traits [{:description "The acolyte is
a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). The acolyte has following cleric spells prepared:\n\
nCantrips (at will): light, sacred flame, thaumaturgy\n\n1st level (3 slots):
bless, cure wounds, sanctuary"} {:type :action, :name "Club", :description "Melee
Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage."}]}, :viggo {:key :viggo, :int 13, :speed "30, fly 50 ft. in raven and
hybrid forms", :name "Viggo", :alignment "lawful good", :cha 14, :hit-points {:die-
count 2, :die 8, :modifier 7}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 12, :skills {:insight 4, :perception 6}, :str
10, :challenge 2, :con 11, :dex 15, :wis 15, :props {:language {:common
true}, :damage-resistance {:piercing true, :slashing true, :bludgeoning
true}}, :traits [{:name "Shapechanger", :description "The wereraven can use its
action to polymorph into a raven-humanoid hybrid or into a raven, or back into its
human form. Any equipment it is wearing or carrying isn’t transformed. It reverts
to its human form if it dies."} {:name "Mimicry", :description "The wereraven can
mimic simple sounds it has heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can tell they are imitations
with a successful DC 10 Wisdom (Insight) check."}]}, :exenther-broken {:description
"Truesight 120 ft", :legendary-actions {:description "The lich can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time, and only at the end of another creature’s turn. The lich regains
spent legendary actions at the start of its turn."}, :key :exenther-broken, :int
20, :speed "30", :name "Exenther, Broken", :alignment "neutral evil", :cha
16, :hit-points {:die-count 18, :die 8, :modifier
18}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 17,
:skills {:arcana 18, :deception ##NaN, :history 12, :insight 9, :perception
9}, :str 11, :saving-throws {:con 10, :int 12, :wis 9}, :challenge 10, :con
16, :dex 16, :wis 14, :props {:language {:common true, :abyssal true, :draconic
true, :elvish true, :infernal true, :primordial true}, :damage-resistance {:cold
true, :bludgeoning false, :lightning true, :necrotic true}, :damage-immunity
{:poison true, :bludgeoning true, :slashing true, :piercing true}, :condition-
immunity {:charmed true, :frightened true, :paralyzed true, :poisoned
true}}, :traits [{:name "Legendary Resistance (3/Day)", :description "If the lich
fails a saving throw, it can choose to succeed instead."} {:name
"Rejuvenation", :description "If it has a phylactery, a destroyed lich gains a new
body in 1d10 days, regaining all its hit points and becoming active again. The new
body appears within 5 feet of the phylactery."} {:name "Spellcasting", :description
"The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 20, +12 to hit with spell attacks). The lich has the following
wizard spells prepared:\n\nCantrips (at will): mage hand, prestidigitation, ray of
frost"} {:name "Turn Resistance", :description "The lich has advantage on saving
throws against any effect that turns undead."} {:name "Paralyzing
Touch", :type :action, :description "Melee Spell Attack: +12 to hit,
reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a
DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success."} {:name "Cantrip", :type :legendary-action, :description "The lich casts
a cantrip."} {:name "Paralyzing Touch", :type :legendary-action, :description "The
lich uses its Paralyzing Touch."} {:name "Frightening Gaze", :type :legendary-
action, :description "The lich fixes its gaze on one creature it can see within 10
feet of it. The target must succeed on a DC 18 Wisdom saving throw against this
magic or become frightened for 1 minute. The frightened target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. If a target’s saving throw is successful or the effect ends for it, the
target is immune to the lich’s gaze for the next 24 hours."} {:name "Disrupt Life",
:type :legendary-action, :description "Each non-undead creature within 20 feet of
the lich must make a DC 18 Constitution saving throw against this magic, taking 21
(6d6) necrotic damage on a failed save, or half as much damage on a successful
one."}]}, :baba-lysaga {:key :baba-lysaga, :int 20, :speed "30", :name "Baba
Lysaga", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 16, :die
8, :modifier 48}, :type :humanoid, :size :large, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:acrobatics 13, :religion 13}, :str 18, :saving-
throws {:wis 7}, :challenge 11, :con 16, :dex 10, :wis 17, :props {:language
{:abyssal true, :common true, :draconic true, :dwarvish true, :giant
true}}, :traits [{:name "Shapechanger", :description "Baba Lysaga can use an action
to polymorph into a swarm of insects (flies) or back into her true form. While in
swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet.
Anything she is wearing transforms with her, but nothing she is carrying does."}
{:name "Blessing of the Mother Night", :description "Baba Lysaga is shielded
against divination magic, as though protected by a nondetection spell."} {:name
"Spellcasting", :description "Baba Lysaga is a 16th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell
attacks). Baba Lysaga has the following wizard spells prepared:\n\nCantrips (at
will): acid splash, fire bolt, light, mage hand, prestidigitation\n\n1st level (4
slots): detect magic, magic missile, sleep, witch bolt\n\n2nd level (3 slots):
crown of madness, enlarge/reduce, misty step\n\n3rd level (3 slots): dispel magic,
fireball, lightning bolt\n\n4th level (3 slots): blight, Everard’s black tentacles,
polymorph\n\n5th level (2 slots): cloudkill, geas, scrying\n\n6th level (1 slot):
programmed illusion, true seeing\n\n7th level (1 slot): finger of death, mirage
arcane\n\n8th level (1 slot): power word stun"} {:name "Multiattack", :description
"Baba Lysaga makes three attacks with her quarterstaff"} {:description "Melee
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludegoning
damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.", :name
"Quarterstaff"} {:description "Baba Lysaga summons 1d4 swarms of insects. A
summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and
acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an
action.", :name "Summon Swarms of Insects (Recharges after a Short or Long
Rest)"}]}, :szoldar-szoldarovich {:key :szoldar-szoldarovich, :int 11, :speed "30",
:name "Szoldar Szoldarovich", :alignment "neutral", :cha 11, :hit-points {:die-
count 3, :die 8, :modifier 3}, :type :humanoid, :size :medium, :option-pack "Curse
of Strahd", :armor-class 13, :skills {:perception 5, :stealth 6, :nature
4, :survival 5}, :str 11, :challenge 0.5, :con 12, :dex 14, :wis 13, :props
{:language {:common true}}, :traits [{:name "Keen Hearing and Sight", :type :Other,
:description "The scout has advantage on Wisdom (Perception) checks that rely on
hearing or sight."} {:name "Multiattack", :type :action, :description "The scout
makes two melee attacks or two ranged attacks."} {:type :action, :name
"Shortsword", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage."} {:name
"Longbow", :type :action, :description "Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage."}]}, :broom-of-animated-
attack {:key :broom-of-animated-attack, :int 1, :speed "0 ft, fly 50 ft
(hover)", :name "Broom of Animated Attack", :alignment "unaligned", :cha 1, :hit-
points {:die-count 5, :die 6}, :type :construct, :size :small, :option-pack "Curse
of Strahd", :armor-class 15, :str 10, :challenge 0.25, :con 10, :dex 17, :wis
5, :props {:damage-immunity {:poison true, :psychic true}, :condition-immunity
{:blinded true, :charmed true, :deafened true, :frightened true, :paralyzed
true, :petrified true, :poisoned true, :prone true}}, :traits [{:name "Construct
Nature", :description "An animated object doesn’t require air, food, drink, or
sleep."} {:name "Antimagic Suceptibility", :description "The broom is incapacitated
while in the area of an antimagic field. If targeted by dispel magic, the broom
must succeed on a Constitution saving throw against the caster’s spell save DC or
fall unconscious for 1 minute."} {:name "False Appearance", :description "While the
broom remains motionless and isn’t flying, it is indistinguishable from a normal
broom."} {:name "Multiattack", :description "The broom makes two melee
attacks.", :type :action} {:name "Broomstick", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage."} {:name
"Animated Attack (Reaction)", :description "If the broom is motionless and a
creature grabs hold of it, the broom makes a Dexterity check contested by the
creature’s Strength check. If the broom wins the contest, it flies out of the
creature’s grasp and makes a melee attack against it with advantage on the attack
roll."}]}, :luvash {:key :luvash, :int 14, :speed "30", :name "Luvash", :alignment
"chaotic evil", :cha 14, :hit-points {:die-count 10, :die 8, :modifier
20}, :type :humanoid, :size :medium, :option-pack "Curse of Strahd", :armor-class
15, :skills {:athletics 4, :deception 4}, :str 15, :saving-throws {:str 4, :con
nil, :dex 5, :wis 2}, :challenge 2, :con 14, :dex 16, :wis 12, :props {:language
{:common true, :elvish true}}, :traits [{:name
"Multiattack", :type :action, :description "The captain makes three melee attacks:
two with its scimitar and one with its dagger. Or the captain makes two ranged
attacks with its daggers."} {:name "Scimitar", :type :action, :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage."} {:name "Dagger", :type :action, :description "Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage."} {:name "Parry (Reaction)", :type :action, :description "The
captain adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon."}]}, :sangzor
{:key :sangzor, :int 6, :speed "40", :name "Sangzor", :alignment "chaotic
evil", :cha 6, :hit-points {:modifier 17, :die-count 3, :die
10}, :type :beast, :size :large, :option-pack "Curse of Strahd", :armor-class
11, :str 17, :challenge 1, :con 12, :dex 11, :wis 12, :props {:damage-resistance
{:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name
"Charge", :description "If the goat moves at least 20 ft. straight toward a target
and then hits it with a ram attack on the same turn, the target takes an extra 5
(2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone."} {:name "Sure-Footed", :description
"The goat has advantage on Strength and Dexterity saving throws made against
effects that would knock it prone."} {:name "Ram", :type :action, :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3)
bludgeoning damage."}]}, :haliq {:key :haliq, :int 10, :speed "30", :name
"Haliq", :alignment "neutral", :cha 10, :hit-points {:die-count 1, :die
8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 10, :str 10, :con 10, :dex 10, :wis 10, :props {:language
{:common true}}, :traits [{:description "Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning damage.", :name "Club", :type :action}]},
:udo-lukovich {:key :udo-lukovich, :int 10, :speed "30", :name "Udo
Lukovich", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 1, :die 8,
:modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 10, :str 10, :con 10, :dex 10, :wis 10, :props {:language
{:common true}}, :traits [{:description "Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning damage.", :name "Club", :type :action}]},
:bildrath-cantemir {:key :bildrath-cantemir, :int 10, :speed "30", :name "Bildrath
Cantemir", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 1, :die 8,
:modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 10, :str 10, :con 10, :dex 10, :wis 10, :props {:language
{:common true}}, :traits [{:description "Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning damage.", :name "Club", :type :action}]},
:strahd-von-zarovich {:legendary-actions {:description "Strahd can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time, and only at the end of another creature’s turn. Strahd regains
spent legendary actions at the start of his turn."}, :key :strahd-von-zarovich,
:int 20, :speed "30", :name "Strahd von Zarovich", :alignment "lawful evil", :cha
18, :hit-points {:die-count 17, :die 8, :modifier
68}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class 16,
:skills {:acrobatics 15, :perception 12, :religion 10, :stealth 14}, :str
18, :saving-throws {:dex 9, :wis 7, :cha 9}, :challenge 15, :con 18, :dex 18, :wis
15, :props {:language {:abyssal true, :common true, :draconic true, :elvish
true, :giant true, :infernal true}, :damage-resistance {:necrotic true, :piercing
true, :slashing true, :bludgeoning true}}, :traits [{:name
"Shapechanger", :description "If Strahd isn’t in running water or sunlight, he can
use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of
mist, or back into his true form.\n\nWhile in bat or wolf form, Strahd can’t speak.
In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In
wolf form, his walking speed is 40 feet. His statistics, other than his size and
speed, are unchanged. Anything he is wearing transforms with him, but nothing he is
carrying does. He reverts to his true form if he dies.\n\nWhile in mist form,
Strahd can’t take any actions, speak, or manipulate objects. He is weightless, has
a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and
stop there. In addition, if air can pass through a space, the mist can do so
without squeezing, and he can’t pass through water. He has advantage on Strength,
Dexterity, and Constitution saving throws, and it is immune to all nonmagical
damage, except the damage he takes from sunlight."} {:name "Legendary Resistance
(3/Day)", :description "If Strahd fails a saving throw, he can choose to succeed
instead."} {:name "Misty Escape", :description "When he drops to 0 hit points
outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger
trait) instead of falling unconscious, provided that he isn’t in running water or
sunlight. If he can’t transform, he is destroyed.\n\nWhile he has 0 hit points in
mist form, he can’t revert to his vampire form, and he must reach his coffin within
2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is
then paralyzed until he regains at least 1 hit point. After spending 1 hour in his
coffin with 0 hit points, he regains 1 hit point."} {:name
"Regeneration", :description "Strahd regains 20 hit points at the start of his turn
if he has at least 1 hit point and isn’t in running water or sunlight. If he takes
radiant damage or damage from holy water, this trait doesn’t function at the start
of his next turn."} {:name "Spellcasting", :description "Strahd is a 9th-level
spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). Strahd has the following wizard spells prepared:\n\nCantrips
(at will): mage hand, prestidigitation, ray of frost\n\n1st level (4 slots):
comprehend languages, fog cloud, sleep\n\n2nd level (3 slots): detect thoughts,
gust of wind, mirror image\n\n3rd level (3 slots): animate dead, fireball,
nondetection\n\n4th level (3 slots): blight, greater invisibility, polymorph\n\n5th
level (1 slot): animate objects, scrying"} {:name "Spider Climb", :description
"Strahd can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check."} {:description "Strahd has the following flaws.\
n\nForbiddance: He can’t enter a residence without an invitation from one of the
occupants.\n\nHarmed by Running Water: He takes 20 acid damage if he ends his turn
in running water.\n\nStake to the Heart: If a piercing weapon made of wood is
driven into his heart while he is incapacitated in his coffin, he is paralyzed
until the stake is removed.\n\nSunlight Hypersensitivity: While in sunlight, Strahd
takes 20 radiant damage at the start of his turn, and he has disadvantage on attack
rolls and ability checks.", :name "Vampire Weaknesses"} {:name
"Multiattack", :description "Strahd makes two attacks, only one of which can be a
bite attack."} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the
target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the
bludgeoning damage.", :name "Unarmed Strike (Vampire Form Only)"} {:name "Bite (Bat
or Vampire Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5 ft.,
one willing creature, or a creature that is grappled by Strahd, incapacitated, or
restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The
target’s hit point maximum is reduced by an amount equal to the necrotic damage
taken, and Strahd regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if its hit point maximum is
reduced to 0. A humanoid slain in this way and then buried in the ground rises the
following night as a vampire spawn under Strahd’s control."} {:name
"Charm", :description "Strahd targets one humanoid he can see within 30 ft. of him.
If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving
throw against this magic or be charmed. The charmed target regards Strahd as a
trusted friend to be heeded and protected. The target isn’t under Strahd’s control,
but it takes Strahd’s requests and actions in the most favorable way and lets
Strahd bite it.\n\nEach time Strahd or his companions do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a
different plane of existence than the target, or takes a bonus action to end the
effect."} {:type :action, :name "Children of the Night (1/day)", :description
"Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun
isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures
arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands.
The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a
bonus action."} {:type :legendary-action, :name "Move", :description "Strahd moves
up to his speed without provoking opportunity attacks."} {:name "Unarmed
Strike", :type :legendary-action, :description "Strahd makes one unarmed strike."}
{:name "Bite (Costs 2 Actions)", :type :legendary-action, :description "Strahd
makes one bite attack."}]}, :thorn {:key :thorn, :int 10, :speed "Fly 40
hover", :name "Thorn", :alignment "lawful good", :cha 17, :hit-points {:die-count
10, :die 6}, :type :undead, :size :small, :option-pack "Curse of Strahd", :armor-
class 11, :str 7, :challenge 30, :con 10, :dex 13, :wis 12, :props {:damage-
resistance {:acid true, :lightning true, :thunder true, :slashing true, :piercing
true, :bludgeoning true}, :damage-immunity {:cold true, :necrotic true, :poison
true}, :condition-immunity {:charmed true, :frightened true, :grappled
true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained
true}, :language {:common true}}, :traits [{:name "Ethereal Sight", :description
"The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane,
and vice versa."} {:name "Incorporeal Movement", :description "The ghost can move
through other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object."} {:type :action, :name
"Withering Touch", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage."} {:name
"Etherealness", :type :action, :description "The ghost enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible on the Material Plane while
it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by
anything on the other plane."} {:description "One humanoid that the ghost can see
within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by
the ghost; the ghost then disappears, and the target is incapacitated and loses
control of its body. The ghost now controls the body but doesn’t deprive the target
of awareness. The ghost can’t be targeted by any attack, spell, or other effect,
except ones that turn undead, and it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and frightened. It otherwise uses the
possessed target’s statistics, but doesn’t gain access to the target’s knowledge,
class features, or proficiencies.", :name "Possession (Recharge
6)", :type :action}]}, :karl-wachter {:key :karl-wachter, :int 12, :speed
"30", :name "Karl Wachter", :alignment "neutral", :cha 16, :hit-points {:die-count
2, :die 8, :modifier 0}, :type :humanoid, :size :medium, :option-pack "Curse of
Strahd", :armor-class 15, :skills {:deception 5, :insight 4, :persuasion 5}, :str
12, :challenge 0.125, :con 12, :dex 12, :wis 14, :props {:language {:common
true, :elvish true}}, :traits [{:name "Rapier", :type :action, :description "Melee
Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing
damage."} {:description "The noble adds 2 to its AC against one melee attack that
would hit it. To do so, the noble must see the attacker and be wielding a melee
weapon.", :name "Parry (Reaction", :type :action}]}, :lazlo-ulrich {:key :lazlo-
ulrich, :int 10, :speed "Fly 40 hover", :name "Lazlo Ulrich", :alignment "neutral
good", :cha 17, :hit-points {:die-count 10, :die
8}, :type :undead, :size :medium, :option-pack "Curse of Strahd", :armor-class
11, :str 7, :challenge 4, :con 10, :dex 13, :wis 12, :props {:damage-resistance
{:acid true, :lightning true, :thunder true, :slashing true, :piercing
true, :bludgeoning true}, :damage-immunity {:cold true, :necrotic true, :poison
true}, :condition-immunity {:charmed true, :frightened true, :grappled
true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained
true}}, :traits [{:name "Ethereal Sight", :description "The ghost can see 60 ft.
into the Ethereal Plane when it is on the Material Plane, and vice versa."} {:name
"Incorporeal Movement", :description "The ghost can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object."} {:type :action, :name "Withering
Touch", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
17 (4d6 + 3) necrotic damage."} {:name "Etherealness", :type :action, :description
"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is
visible on the Material Plane while it is in the Border Ethereal, and vice versa,
yet it can’t affect or be affected by anything on the other plane."} {:description
"Each non-undead creature within 60 ft. of the ghost that can see it must succeed
on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the
saving throw at the end of each of its turns, ending the frightened condition on
itself on a success. If a target’s saving throw is successful or the effect ends
for it, the target is immune to this ghost’s Horrifying Visage for the next 24
hours. The aging effect can be reversed with a greater restoration spell, but only
within 24 hours of it occurring.", :name "Horrifying Visage", :type :action}
{:description "One humanoid that the ghost can see within 5 ft. of it must succeed
on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then
disappears, and the target is incapacitated and loses control of its body. The
ghost now controls the body but doesn’t deprive the target of awareness. The ghost
can’t be targeted by any attack, spell, or other effect, except ones that turn
undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity
to being charmed and frightened. It otherwise uses the possessed target’s
statistics, but doesn’t gain access to the target’s knowledge, class features, or
proficiencies.", :name "Possession (Recharge 6)", :type :action}]}}}, "UA - Order
Domain" {:orcpub.dnd.e5/subclasses {:order-domain {:class :cleric, :traits
[{:description "Starting at 1st level, you can invoke the power of law to drive an
ally to attack. Immediately after you cast a spell on an ally using a spell slot of
1st level or higher, that ally can use their reaction to make one weapon attack
against a target of your choice that you can see. If the spell targets more than
one ally, you choose the ally who can make the attack.", :name "Voice of
Authority"} {:description "Starting at 2nd level, you can use your Channel Divinity
to exert an intimidating presence over others.\n As an action, you present your
holy symbol, and each creature of your choice that can see or hear you within 30
feet of you must succeed on a Wisdom saving throw or be charmed by you until the
end of your next turn or until the charmed creature takes any damage. You can also
cause any of the charmed creatures to fall prone when they fail the saving throw.",
:name "Channel Divinity: Order's Demand", :level 2} {:description "At 6th level,
you become extraordinarily adept at channeling magical energy to compel others.\n
When you cast a spell of the enchantment school using a spell slot of 2nd level or
higher, you regain one expended spell slot. The slot you regain must be of a level
lower than the spell you cast and can't be higher than 5th level.", :level 6, :name
"Order's Dominion"} {:description "At 8th level, 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 force
damage to the target. When you reach 14th level, the extra damage increases to
2d8.", :level 8, :name "Divine Strike"} {:description "Starting at 17th level,
enemies you designate for destruction wilt under the combined efforts of you and
your allies. If you deal your Divine Strike damage to a creature, that creature
takes an extra 2d8 force damage the first time each turn that any ally of yours
hits it with a weapon attack. This benefit lasts until the start of your next
turn.", :name "Order's Wrath", :level 17} {:description "When you choose this
domain at 1st level, you gain proficiency with heavy armor.", :name "Bonus
Proficiency"}], :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Order
Domain", :option-pack "UA - Order Domain", :cleric-spells {1 {0 :command,
1 :heroism}, 2 {0 :enhance-ability, 1 :hold-person}, 3 {0 :mass-healing-word,
1 :slow}, 4 {0 :compulsion, 1 :locate-creature}, 5 {0 :commune, 1 :dominate-
person}}, :key :order-domain}}}, "UA - Sorcerer" {:orcpub.dnd.e5/subclasses
{:phoenix-sorcery {:class :sorcerer, :key :phoenix-sorcery, :level-modifiers
[], :name "Phoenix Sorcery", :option-pack "UA - Sorcerer", :traits [{:description
"At 1st level, you gain the ability to start fires with a touch. As an action, you
can magically ignite a flammable object you touch with your hand—an object such as
a torch, a piece of tinder, or the hem of drapes.", :name "Ignite"} {:description
"Starting at 1st level, you can unleash the phoenix fire that blazes within you.\n
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes
glow like hot coals. For 1 minute, you gain the following benefits:\n • You shed
bright light in a 30-foot radius and dim light for an additional 30 feet.\n • Any
creature takes fire damage equal to your Charisma modifier if it hits you with a
melee attack from within 5 feet of you or if it touches you.\n • Whenever you
roll fire damage on your turn, the roll gains a bonus to equal to your Charisma
modifier.\n Once you use this feature, you can't use it again until you finish a
long rest.", :name "Mantle of Flame"} {:description "Starting at 6th level, the
fiery energy within you grows restless and vengeful. In the face of defeat, it
surges outward to preserve you in a fiery roar.\n If you are reduced to 0 hit
points, you can use your reaction to draw on the spark of the phoenix. You are
instead reduced to 1 hit point, and each creature within 10 feet of you takes fire
damage equal to half your sorcerer level + your Charisma modifier.\n If you use
this feature while under the effects of your Mantle of Flame, this feature instead
deals fire damage equal to your sorcerer level + double your Charisma modifier, and
your Mantle of Flame immediately ends.\n Once you use this feature, you can't use
it again until you finish a long rest.", :level 6, :name "Phoenix Spark"}
{:description "Starting at 14th level, your fire spells soothe and restore you.
When you expend a spell slot to cast a spell that includes a fire damage roll, you
regain hit points equal to the slot's level + your Charisma modifier.", :level
14, :name "Nourishing Fire"} {:description "At 18th level, you finally master the
spark of fire that dances within you. While under the effect of your Mantle of
Flame feature, you gain additional benefits:\n • You have a flying speed of 40
feet and can hover.\n • You have resistance to all damage.\n • If you use your
Phoenix Spark, that feature deals an extra 20 fire damage to each
creature.", :level 18, :name "Form of the Phoenix"}]}, :sea-sorcery
{:class :sorcerer, :key :sea-sorcery, :level-modifiers [{:level 6, :type :damage-
resistance, :value :fire} {:level 18, :type :damage-
resistance, :value :bludgeoning} {:level 18, :type :damage-
resistance, :value :piercing} {:level 18, :type :damage-
resistance, :value :slashing}], :name "Sea Sorcery", :option-pack "UA -
Sorcerer", :traits [{:description "At 1st level, your tie to the sea grants you the
ability to breathe underwater, and you have a swim speed equal to your walking
speed.", :name "Soul of the Sea"} {:description "When you choose this origin at 1st
level, you learn the secret of infusing your spells with a watery curse.\n When
you hit a creature with a cantrip's attack or when a creature fails a saving throw
against your cantrip, you can curse the target until the end of your next turn or
until you curse a different creature with this feature.\n Once per turn when you
cast a spell, you can trigger the curse if that spell deals cold or lightning
damage to the cursed target or forces it to move. Doing so subjects the target to
the appropriate additional effect below, and then the curse ends if the spell isn't
a cantrip (you choose the effect to use if more than one effect applies):\n •
Cold Damage. If the affected target takes cold damage from your spell, the target's
speed is also reduced by 15 feet until the end of your next turn. If the spell
already reduces the target's speed, use whichever reduction is greater.\n •
Lightning Damage. If the affected target takes lightning damage from your spell,
the target takes additional lightning damage equal to your Charisma modifier.\n •
Forced Movement. If the target is moved by your spell, increase the distance it is
moved by 15 feet.", :name "Curse of the Sea"} {:description "At 6th level, you gain
resistance to fire damage.\n You also gain the ability to defend yourself by
momentarily assuming a watery form. As a reaction when you are hit by an attack and
take bludgeoning, piercing, or slashing damage from it, you can reduce that damage
by an amount equal to your sorcerer level plus your Charisma score, and then you
can move up to 30 feet without provoking opportunity attacks. Once you use this
special reaction, you can't use it again until you finish a short or long
rest.", :level 6, :name "Watery Defense"} {:description "Starting at 14th level,
you gain the ability to enter a liquid state while moving.\n
When you move on your turn, you take only half damage from opportunity attacks,
and you can move through any enemy's space but can't willingly end your move
there.\n On your turn, you can move through any space that is at least 3 inches
in diameter and do so without squeezing. When you stop moving, the regular
squeezing rules apply if you're in a space one size smaller than you. You can't
willingly stop in a space smaller than that, and if you're forced to do so, you
immediately flow to the nearest space that can fit you, back along the path of your
movement.", :level 14, :name "Shifting Form"} {:description "Starting at 18th
level, your being is altered by the power of the sea. You gain the following
benefits:\n • You no longer need to eat, drink, or sleep.\n • A critical hit
against you becomes a normal hit.\n • You have resistance to bludgeoning,
piercing, and slashing damage.", :level 18, :name "Water Soul"}]}, :stone-sorcery
{:class :sorcerer, :key :stone-sorcery, :level-modifiers [{:type :weapon-
prof, :value :simple} {:type :weapon-prof, :value :martial} {:type :armor-
prof, :value :shields} {:type :spell, :value {:ability :cha, :key :compelled-
duel, :level 1}} {:type :spell, :value {:ability :cha, :key :searing-smite, :level
1}} {:type :spell, :value {:ability :cha, :key :thunderous-smite, :level 1}} {:type
:spell, :value {:ability :cha, :key :wrathful-smite, :level 1}}
{:type :spell, :value {:ability :cha, :key :branding-smite, :level 2}}
{:type :spell, :value {:ability :cha, :key :magic-weapon, :level 2}} {:type :spell,
:value {:ability :cha, :key :blinding-smite, :level 3}} {:type :spell, :value
{:ability :cha, :key :elemental-weapon, :level 3}} {:type :spell, :value
{:ability :cha, :key :staggering-smite, :level 4}}], :name "Stone
Sorcery", :option-pack "UA - Sorcerer", :props {:max-hp-bonus 1}, :traits
[{:description "At 1st level, your connection to stone gives you extra fortitude.
Your hit point maximum increases by 1, and it increases by 1 again whenever you
gain a level in this class.\n As an action, you can gain a base AC of 13 + your
Constitution modifier if you aren't wearing armor, and your skin assumes a stony
appearance. This effect lasts until you end it as a bonus action, you are
incapacitated, or you don armor other than a shield.", :level 1, :name "Stone's
Durability"} {:description "Starting at 6th level, your command of earth magic
grows stronger, allowing you to harness it for your allies' protection.\n As a
bonus action, you can grant an aegis to one allied creature you can see within 60
feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 +
your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it
again, or until you are incapacitated.\n In addition, when a creature you can see
within 60 feet of you hits the protected target with a melee attack, you can use
your reaction to teleport to an unoccupied space you can see within 5 feet of the
attacker. You can teleport only if you and the attacker are on the same surface.
You can then make one melee weapon attack against the attacker. If that attack
hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at
11th level and 3d10 at 17th level.", :level 6, :name "Stone Aegis"} {:description
"Starting at 14th level, your mastery of earth magic allows you to add the force of
elemental earth to your spells. When you cast a spell that deals damage, choose one
creature damaged by that spell on the round you cast it. That creature takes extra
force damage equal to half your sorcerer level. This feature can be used only once
per casting of a spell.", :level 14, :name "Stone's Edge"} {:description "Beginning
at 18th level, when you use your Stone's Aegis to protect an ally, you can choose
up to three creatures to gain its benefits.", :level 18, :name "Earth Master's
Aegis"}]}}, :orcpub.dnd.e5/classes {:sorcerer-favoured-soul {nil
nil, :key :sorcerer-favoured-soul, :level-modifiers [{:type :weapon-
prof, :value :crossbow-light} {:type :weapon-prof, :value :dart} {:type :weapon-
prof, :value :sling} {:type :weapon-prof, :value :dagger} {:type :weapon-
prof, :value :quarterstaff} {:type :damage-immunity, :value :poison, :level
14}], :name "Sorcerer: Favoured Soul", :option-pack "UA - Sorcerer", :subclass-
title "", :level-selections [{:type :metamagic, :num 2, :level 3}
{:type :metamagic, :level 10} {:type :metamagic, :level 17}], :spellcasting
{:level-factor 1, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips? true, :cantrips-known {1 4, 4 1,
10 1}, :spell-list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-
splash :mage-hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :fire-bolt :guidance :word-of-radiance :mending :sacred-flame
:resistance :shocking-grasp :control-flames :friends :virtue :chill-touch :true-
strike :create-bonfire :spare-the-dying :mold-earth :poison-spray :sword-
burst :hand-of-radiance :light :blade-
ward :thaumaturgy :prestidigitation :gust :infestation :message :green-flame-
blade}, 1 #{:thunderwave :create-or-destroy-water :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :purify-food-and-drink :feather-
fall :detect-evil-and-good :ice-knife :magic-missile :protection-from-evil-and-good
:witch-bolt :command :fog-cloud :chaos-bolt :bless :sudden-awakening :comprehend-
languages :bane :disguise-self :shield-of-faith :inflict-wounds :false-
life :healing-word :expeditious-retreat :ceremony :absorb-elements :charm-
person :catapult :guiding-bolt :sanctuary :detect-poison-and-disease :cure-
wounds :mage-armor :burning-hands :sleep :color-spray :jump :silent-
image :chromatic-orb}, 2 #{:crown-of-madness :augury :calm-emotions :spiritual-
weapon :gentle-repose :blindness-deafness :prayer-of-healing :mind-spike :dust-
devil :scorching-ray :zone-of-truth :shadow-blade :silence :protection-from-
poison :continual-flame :enhance-ability :lesser-restoration :enlarge-
reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-
self :suggestion :see-invisibility :detect-thoughts :levitate :mirror-image :cloud-
of-daggers :phantasmal-force :warding-bond :find-
traps :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :locate-animals-or-plants :aganazzar-
s-scorcher :aid :hold-person :gust-of-wind :spider-
climb :darkness :knock :web :misty-step}, 3 #{:animate-
dead :daylight :sending :counterspell :blink :sleet-storm :water-breathing :melf-s-
minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :create-
food-and-water :spirit-guardians :mass-healing-word :hypnotic-
pattern :catnap :feign-death :meld-into-stone :glyph-of-warding :haste :life-
transference :fly :tongues :revivify :magic-circle :major-image :slow :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :speak-with-dead :erupting-earth :beacon-of-
hope :water-walk :fear :thunder-step :gaseous-form}, 4 #{:dimension-door :ice-storm
:confusion :blight :dominate-beast :banishment :polymorph :storm-sphere :locate-
creature :sickening-radiance :control-water :watery-sphere :wall-of-fire :charm-
monster :divination :freedom-of-movement :vitriolic-sphere :guardian-of-
faith :greater-invisibility :death-ward :stone-shape :stoneskin}, 5
#{:dawn :creation :greater-restoration :seeming :cloudkill :animate-
objects :enervation :mass-cure-wounds :commune :wall-of-light :dispel-evil-and-good
:raise-dead :dominate-person :control-winds :insect-plague :synaptic-static :cone-
of-cold :hold-monster :teleportation-circle :planar-binding :flame-strike :legend-
lore :hallow :holy-weapon :wall-of-
stone :telekinesis :contagion :scrying :immolation :geas :far-step :skill-
empowerment}, 6 #{:move-earth :planar-ally :globe-of-invulnerability :chain-
lightning :mass-suggestion :sunbeam :investiture-of-ice :forbiddance :harm :blade-
barrier :scatter :arcane-gate :true-seeing :find-the-path :heroes-feast :mental-
prison :heal :disintegrate :word-of-recall :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :create-undead :circle-of-death}, 7
#{:whirlwind :crown-of-stars :power-word-pain :prismatic-spray :conjure-
celestial :symbol :divine-word :temple-of-the-gods :regenerate :delayed-blast-
fireball :plane-shift :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death :resurrection}, 8 #{:control-weather :abi-dalzims-horrid-wilting :holy-
aura :dominate-monster :earthquake :sunburst :power-word-stun :antimagic-
field :incendiary-cloud}, 9 #{:meteor-swarm :astral-projection :power-word-
kill :wish :time-stop :mass-heal :psychic-scream :gate :true-resurrection :mass-
polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/con true}, :skill-
expertise-options {:choose 0, :options {}}, :skill-options {:choose 2, :options
{:arcana true, :deception true, :insight true, :intimidation true, :persuasion
true, :religion true}}}, :hit-die 6, :props {:max-hp-bonus 1, :condition-immunity
{:poisoned true}}, :traits [{:name "Font of Magic", :description "At 2nd level, you
tap into a deep wellspring of magic within yourself. This wellspring is represented
by sorcery points, which allow you to create a variety of magical effects.\n •
You have sorcery points EQUAL TO YOUR SORCERER LEVEL. You regain all spent sorcery
points when you finish a long rest.\n • You can use your sorcery points to gain
additional spell slots, or sacrifice spell slots to gain additional sorcery points.
You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can
transform unexpended sorcery points into one spell slot as a bonus action on your
turn. The Creating Spell Slots table shows the cost of creating a spell slot of a
given level. You can create spell slots no higher in level than 5th. Any spell slot
you create with this feature vanishes when you finish a long rest. 1st level = 2
sorcery points, 2nd lvl = 3sp, 3rd lvl = 5 sp, 4th lvl = 6 sp, 5th lvl = 7 sp.\n
• Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you
can expend one spell slot and gain a number of sorcery points equal to the slot's
level", :level 2} {:name "Metamagic", :level 3, :description "At 3rd level, you
gain the ability to twist your spells to suit your needs. You gain two of the
following Metamagic options of your choice. You gain another one at 10th and 17th
level. You can use only one Metamagic option on a spell when you cast it, unless
otherwise noted."} {:name "Sorcerous Restoration", :level 20, :description "At 20th
level, you regain 4 expended sorcery points whenever you finish a short rest."}
{:description "At 1st level, the blessing of the gods grants you enhanced
durability. Your hit point maximum increases by 1, and it increases by 1 again
whenever you gain a level in this class.", :name "Supernatural Resilience"}
{:description "Starting at 1st level, divine power guards your destiny. If you fail
a saving throw or miss with an attack roll, you can roll 2d4 and add it to the
total, possibly changing the outcome.\n Once you use this feature, you can't use
it again until you finish a short or long rest", :name "Favoured by the Gods"}
{:level 6, :description "At 6th level, your divine essence causes you to undergo a
minor physical transformation. Your appearance takes on an otherworldly version of
one of the following qualities (your choice): beautiful, youthful, kind, or
imposing.\n Whatever your choice, if your proficiency bonus applies to a Charisma
check, double that bonus.", :name "Blessed Countenance"} {:level 14, :description
"At 14th level, you become immune to disease, poison damage, and the poisoned
condition.", :name "Divine Purity"} {:level 18, :description "At 18th level, you
gain the ability to overcome grievous injuries. As a bonus action when you have
less than half of your hit points remaining, you can regain a number of hit points
equal to half your hit point maximum.\n Once you use this feature, you can't use
it again until you finish a long rest.", :name "Unearthly Recovery"}]}}}, "UA -
Starter Spells" {:orcpub.dnd.e5/spells {:guiding-hand {:description "You create a
Tiny incorporeal hand of shimmering light in an unoccupied space you can see within
range. The hand exists for the duration, but it disappears if you teleport or you
travel to a different plane of existence.When the hand appears, you name one major
landmark, such as a city, mountain, castle, or battlefield on the same plane of
existence as you. Someone in history must have visited the site and mapped it. If
the landmark appears on no map in existence, the spell fails. Otherwise, whenever
you move toward the hand, it moves away from you at the same speed you moved, and
it moves in the direction of the landmark, always remaining 5 feet away from you.
If you don't move toward the hand, it remains in place until you do and beckons for
you to follow once every 1d4 minutes.", :key :guiding-hand, :school
"divination", :name "Guiding Hand", :duration "Concentration, up to 8
hours", :level 1, :option-pack "UA - Starter Spells", :components {:somatic
true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard
true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer
false, :warlock false, :wizard true}, :range "5 feet"}, :healing-elixir
{:description "You create a healing elixir in a simple vial that appears in your
hand. The elixir retains its potency for the duration or until it's consumed, at
which point the vial vanishes. As an action, a creature can drink the elixir or
administer it to another creature. The drinker regains 2d4 + 2 hit
points.", :key :healing-elixir, :school "conjuration", :name "Healing
Elixir", :duration "24 hours", :level 1, :option-pack "UA - Starter
Spells", :components {:material true, :material-component "Alchemist's
supplies", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
false, :warlock true, :wizard true}, :range "Self"}, :puppet {:description "Your
gesture forces one humanoid you can see within range to make a Constitution saving
throw. On a failed save, the target must move up to its speed in a direction you
choose. In addition, you can cause the target to drop whatever it is holding. This
spell has no effect on a humanoid that is immune to being
charmed.", :key :puppet, :school "enchantment", :name "Puppet", :duration
"Instantaneous", :level 1, :option-pack "UA - Starter Spells", :components
{:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false,
:druid false, :paladin false, :ranger false, :sorcerer false, :warlock
true, :wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune
your senses to pick up the emotions of others for the duration. When you cast the
spell, and as your action on each turn until the spell ends, you can focus your
senses on one humanoid you can see within 30 feet of you. You instantly learn the
target's prevailing emotion, whether it's love, anger, pain, fear, calm, or
something else. If the target isn't actually humanoid or it is immune to being
charmed, you sense that it is calm.", :key :sense-emotion, :school
"divination", :name "Sense Emotion", :duration "Concentration, up to 10
minutes", :level 1, :option-pack "UA - Starter Spells", :components {:somatic true,
:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true,
:wizard true}, :range "Self"}, :wild-cunning {:description "You call out to the
spirits of nature to aid you. When you cast this spell, choose one of the following
effects:\n • If there are any tracks on the ground within range, you know where
they are, and you make Wisdom (Survival) checks to follow these tracks with
advantage for 1 hour or until you cast this spell again.\n • If there is edible
forage within range, you know it and where to find it.\n • If there is clean
drinking water within range, you know it and where to find it.\n • If there is
suitable shelter for you and your companions with range, you know it and where to
find.\n • Send the spirits to bring back wood for a fire and to set up a campsite
in the area using your supplies. The spirits build the fire in a circle of stones,
put up tents, unroll bedrolls, and put out any rations and water for consumption.\n
• Have the spirits instantly break down a campsite, which includes putting out a
fire, taking down tents, packing up bags, and burying any rubbish.", :key :wild-
cunning, :school "transmutation", :name "Wild Cunning", :duration
"Instantaneous", :level 1, :option-pack "UA - Starter Spells", :components
{:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer
false, :warlock false, :wizard false}, :range "120 feet"}, :unearthly-chorus
{:description "Music of a style you choose fills the air around you in a 30-foot
radius. The music spreads around corners and can be heard from up to 100 feet away.
The music moves with you, centered on you for the duration. Until the spell ends,
you make Charisma (Performance) checks with advantage. In addition, you can use a
bonus action on each of your turns to beguile one creature you choose within 30
feet of you that can see you and hear the music. The creature must make a Charisma
saving throw. If you or your companions are attacking it, the creature
automatically succeeds on the saving throw. On a failure, the creature becomes
friendly to you for as long as it can hear the music and for 1 hour thereafter. You
make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures
made friendly by this spell with advantage.", :key :unearthly-chorus, :school
"illusion", :name "Unearthly Chorus", :duration "Concentration, up to 10
minutes", :level 1, :option-pack "UA - Starter Spells", :components {:verbal true},
:casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard
false}, :range "Self (30-foot-radius)"}, :sudden-awakening {:description "Each
sleeping creature you choose within range awakens, and then each prone creature
within range can stand up without expending any movement.", :key :sudden-awakening,
:school "enchantment", :name "Sudden Awakening", :duration "Instantaneous", :level
1, :option-pack "UA - Starter Spells", :components {:verbal true}, :casting-time "1
bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "10
feet"}, :virtue {:description "You touch one creature, imbuing it with vitality. If
the target has at least 1 hit point, it gains a number of temporary hit points
equal to 1d4 + your spellcasting ability modifier. The temporary hit points are
lost when the spell ends.", :key :virtue, :school "abjuration", :name
"Virtue", :duration "1 round", :level 0, :option-pack "UA - Starter
Spells", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric true, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range
"Touch"}, :hand-of-radiance {:description "You raise your hand, and burning
radiance
erupts from it. Each creature of your choice that you can see within 5 feet of you
must succeed on a Constitution saving throw or take 1d6 radiant damage.\n The
spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).", :key :hand-of-radiance, :school "evocation", :name "Hand of
Radiance", :duration "Instantaneous", :level 0, :option-pack "UA - Starter Spells",
:components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists
{:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer
false, :warlock false, :wizard false}, :range "Self (5-foot radius)"}}}, "UA -
Artificer" {:orcpub.dnd.e5/classes {:artificer {nil nil, :key :artificer, :level-
modifiers [{:type :tool-prof, :value :thieves-tools} {:type :weapon-
prof, :value :simple} {:type :armor-prof, :value :light} {:type :armor-prof, :value
:medium} {:type :spell, :value {:ability :int, :key :detect-magic, :level 1}}
{:type :spell, :value {:ability :int, :key :identify, :level 1}}], :name
"Artificer", :option-pack "UA - Artificer", :subclass-title "Artificer Specialist",
:level-selections [{:level 2, :type :wondrous-invention-lv-2} {:level
5, :type :wondrous-invention-lv-5} {:level 10, :type :wondrous-invention-lv-10}
{:level 15, :type :wondrous-invention-lv-15} {:level 20, :type :wondrous-invention-
lv-20} {:num 2, :type :tool-proficiency}], :spellcasting
{:ability :orcpub.dnd.e5.character/int, :known-mode :schedule, :level-factor
3, :spell-list {1 #{:alarm :longstrider :disguise-self :shield-of-faith :false-life
:expeditious-retreat :sanctuary :cure-wounds :jump}, 2 #{:arcane-lock :rope-
trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration
:enlarge-reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :invisibility :aid :spider-climb}, 3 #{:blink :water-
breathing :glyph-of-warding :haste :fly :revivify :protection-from-energy :water-
walk :gaseous-form}, 4 #{:fabricate :leomunds-secret-chest :mordenkainens-faithful-
hound :freedom-of-movement :mordenkainens-private-sanctum :otilukes-resilient-
sphere :arcane-eye :death-ward :stone-shape :stoneskin}}, :spells-known {3 3, 4 1,
7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8
12 16 18], :profs {:save {:orcpub.dnd.e5.character/con
true, :orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options
{:arcana true, :deception true, :history true, :investigation true, :medicine true,
:nature true, :religion true, :sleight-of-hand true}}}, :hit-die 8, :traits
[{:description "You can cast detect magic and identify as rituals, and need no
components for identify.", :name "Magic Item Analysis"} {:description "Your
proficiency bonus is doubled for any ability check you make using any tool
proficiencies you chose with the Artificer class.", :level 2, :name "Tool
Expertise"} {:description "You know some spells, primarily concerned with modifying
creatures and objects or creating items.\n You may use an arcane focus as a
spellcasting focus for your spells.", :level 3, :name "Spellcasting"} {:description
"When you cast an artificer spell with a casting time of 1 action, you can increase
the casting time to 1 minute. If you do so while holding a nonmagical item, you
expend a spell slot but the spell's effect is transferred to the item. \n Any
creature with Intelligence of at least 6 can thereafter use an action to activate
the spell if it has the item. The spell uses Intelligence as its ability, and
targets the creature holding the item. If it targets an area, the area is centered
on the item. If it targets multiple targets, the creature chooses the other
targets.\n You can infuse only as many items as your Intelligence modifier, and
for only 8 hours at a time.", :level 4, :name "Infuse Magic"} {:description "You
can now attune to up to 4 magical items at a time.", :level 5, :name "Superior
Attunement"} {:description "Ignore Superior Attunement; you can now attune to up to
5 magical items at a time.", :level 15, :name "Superior Superior Attunement"}
{:description "You have created a mechanical beast in the shape of any Large beast
with a CR of 2 or less. Use the standard stats, except: It is a construct instead
of a beast; it cannot be charmed or poisoned, or suffer poison damage; it has
darkvision of 60 feet; it understands your languages, but cannot speak.\n If you
are melee attacked and the servant is within 5 feet of the attacker, you may use
your reaction to command the servant to use its reaction to melee attack the
attacker (got that?).\n Otherwise, the servant rolls and acts on its own in
combat. If killed, it can be brought back with normal means, or by spending a long
rest repairing it if it's repairable. If it's not, spend 1,000gp and 8 hours a day
for 10 days to build a new one.", :level 6, :name "Mechanical Servant"}
{:description "Ignore other Attunement features; You can now attune to up to 6
magical items at a time. In addition, you get a +1 bonus on all saving throws for
each magical item you're currently attuned to.", :level 20, :name "Soul of
Artifice"}]}}, :orcpub.dnd.e5/selections {:wondrous-invention-lv-2 {:key :wondrous-
invention-lv-2, :name "Wondrous Invention Lv 2", :option-pack "UA -
Artificer", :options [{:description "You have created a bag of holding, which
always weighs 15 lbs but can carry 500 lbs. See DMG for details.", :name "Bag of
Holding"} {:description "You have created a cap of water breathing, allowing...
well, take a guess. See DMG for details.", :name "Cap of Water Breathing"}
{:description "You have created a driftglobe, providing light on command and
casting daylight once/long rest; see DMG for details.", :name "Driftglobe"}
{:description "You have created a pair of goggles of night, providing you 60
additional feet of darkvision. See DMG for details.", :name "Goggles of Night"}
{:description "You have created a pair of sending stones, allowing for instant
messages between the two. See DMG for details.", :name "Sending
Stones"}]}, :wondrous-invention-lv-20 {:key :wondrous-invention-lv-20, :name
"Wondrous Invention Lv 20", :option-pack "UA - Artificer", :options [{:description
"You have created eyes of the eagle, providing Perception advantage while attuned.
See the DMG for details.", :name "Eyes of the Eagle"} {:description "You have
created a gem of brightness, providing light for fun or attack. See the DMG for
details.", :name "Gem of Brightness"} {:description "You have created gloves of
missile snaring, allowing defense against ranged attacks while attuned. See the DMG
for details.", :name "Gloves of Missile Snaring"} {:description "You have created
gloves of swimming and climbing, allowing swimming and climbing as easily as
walking while attuned. See the DMG for details.", :name "Gloves of Swimming and
Climbing"} {:description "You have created a ring of jumping, allowing casting jump
at will while attuned. See the DMG for details.", :name "Ring of Jumping"}
{:description "You have created a ring of mind shielding, defending against mind
readers while attuned. See the DMG for important details.", :name "Ring of Mind
Shielding"} {:description "You have created wings of flying, allowing limited
flying while attuned. See the DMG for details.", :name "Wings of
Flying"}]}, :wondrous-invention-lv-5 {:key :wondrous-invention-lv-5, :name
"Wondrous Invention Lv 5", :option-pack "UA - Artificer", :options [{:description
"You have created an alchemy jug, creating arbitrary liquids by magic. See the DMG
for details.", :name "Alchemy Jug"} {:description "You have created a Helm of
Comprehending Languages, allowing you to cast comprehend languages at will with an
action while worn.", :name "Helm of Comprehending Languages"} {:description "You
have created the Lantern of Revealing, creating bright light and revealing
invisibility. See DMG for details.", :name "Lantern of Revealing"} {:description
"You have created the Ring of Swimming, giving you 40ft of swimming speed while
worn.", :name "Ring of Swimming"} {:description "You have created the Robe of
Useful Items. See DMG for details.", :name "Robe of Useful Items"} {:description
"You have created the Rope of Climbing, 60-ft long magical rope. See DMG for
details.", :name "Rope of Climbing"} {:description "You have created the Wand of
Magic Detection, allowing the casting of detect magic. See DMG for details.", :name
"Wand of Magic Detection"} {:description "You have created the Wand of Secrets,
allowing the detection of secret doors. See DMG for details.", :name "Wand of
Secrets"}]}, :alchemical-formula-lv-9 {:key :alchemical-formula-lv-9, :name
"Alchemical Formula Lv 9", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\
n Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19,
up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action:
pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action.
A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using
again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial
with brown liquid. A creature can drink it with an action to increase speed by 20
ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using
this formula again.", :name "Formula: Swift Step Draught"} {:description "Action:
pull out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed
halved for that turn. Must wait 1 minute to use formula again.", :name "Formula:
Tanglefoot Bag"} {:description "Action: pull out crystalline shard and hurl it at
something within 30 feet. It explodes with concussive energy. Every creature within
10 ft of the point of impact must succeed on a CON saving throw or be knocked prone
and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :alchemical-formula-lv-3 {:key :alchemical-formula-lv-3, :name
"Alchemical Formula Lv 3", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\
n Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19,
up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action:
pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action.
A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using
again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial
with brown liquid. A creature can drink it with an action to increase speed by 20
ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using
this formula again.", :name "Formula: Swift Step Draught"} {:description "Action:
pull out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed halved for that turn. Must wait 1 minute to use formula again.",
:name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard
and hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :alchemical-formula {:key :alchemical-formula, :name "Alchemical
Formula", :option-pack "UA - Artificer", :options [{:description "Action: pull out
a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears
after 1 hour if not used. Only one can exist at a time.\n Health regained
improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of
10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking
stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius
around the stick is filled with smoke that blocks vision and darkvision. It
persists for 1 minute. Must wait 1 minute before using again.", :name "Formula:
Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A
creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial
disappears after 1 minute. Must wait 1 minute before using this formula
again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag
filled with tar and throw it at the ground within 30 feet of you. It bursts on
impact and covers the ground in a 5-foot radius with sticky goo, which turns it
into difficult terrain for 1 minute. Any creature beginning a turn in that area has
its speed halved for that turn. Must wait 1 minute to use formula again.", :name
"Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and
hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :wondrous-invention-lv-15 {:key :wondrous-invention-lv-15, :name
"Wondrous Invention Lv 15", :option-pack "UA - Artificer", :options [{:description
"You have created boots of striding and springing, allowing for better walking and
jumping while attuned. See the DMG for details.", :name "Boots of Striding and
Springing"} {:description "You have created bracers of archery, providing bow
proficiency and +2 to damage rolls while attuned. See the DMG for details.", :name
"Bracers of Archery"} {:description "You have created a brooch of shielding,
providing resistance to force damage and immunity to magic missile while attuned.",
:name "Brooch of Shielding"} {:description "You have created a broom of flying,
allowing for... flying. See the DMG for details.", :name "Broom of Flying"}
{:description "You have created a hat of disguise, allowing casting disguise self
at will while attuned. See the DMG for details.", :name "Hat of Disguise"}
{:description "You have created slippers of spider climbing, allowing easy climbing
while attuned. See the DMG for details.", :name "Slippers of Spider
Climbing"}]}, :tool-proficiency {:key :tool-proficiency, :name "Tool
Proficiency", :option-pack "UA - Artificer", :options [{:description "You have
proficiency via the Artificer class.", :name "Artisan's tools"} {:description "You
have proficiency via the Artificer class.", :name "Alchemist's supplies"}
{:description "You have proficiency via the Artificer class.", :name "Brewer's
supplies"} {:description "You have proficiency via the Artificer class.", :name
"Calligrapher's supplies"} {:description "You have proficiency via the Artificer
class.", :name "Carpenter's tools"} {:description "You have proficiency via the
Artificer class.", :name "Cartographer's tools"} {:description "You have
proficiency via the Artificer class.", :name "Cobbler's tools"} {:description "You
have proficiency via the Artificer class.", :name "Cook's utensils"} {:description
"You have proficiency via the Artificer class.", :name "Glassblower's tools"}
{:description "You have proficiency via the Artificer class.", :name "Jeweler's
tools"} {:description "You have proficiency via the Artificer class.", :name
"Leatherworker's tools"} {:description "You have proficiency via the Artificer
class.", :name "Mason's tools"} {:description "You have proficiency via the
Artificer class.", :name "Painter's supplies"} {:description "You have proficiency
via the Artificer class.", :name "Potter's tools"} {:description "You have
proficiency via the Artificer class.", :name "Smith's tools"} {:description "You
have proficiency via the Artificer class.", :name "Tinker's tools"} {:description
"You have proficiency via the Artificer class.", :name "Weaver's tools"}
{:description "You have proficiency via the Artificer class.", :name "Woodcarver's
tools"} {:description "You have proficiency via the Artificer class.", :name
"Disguise kit"} {:description "You have proficiency via the Artificer
class.", :name "Forgery kit"} {:description "You have proficiency via the Artificer
class.", :name "Herbalism kit"} {:description "You have proficiency via the
Artificer class.", :name "Navigator's tools"} {:description "You have proficiency
via the Artificer class.", :name "Poisoner's kit"} {:description "You have
proficiency via the Artificer class.", :name "Vehicles (land)"} {:description "You
have proficiency via the Artificer class.", :name "Vehicles
(water)"}]}, :alchemical-formula-lv-17 {:key :alchemical-formula-lv-17, :name
"Alchemical Formula Lv 17", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\
n Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19,
up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action:
pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action.
A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using
again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial
with brown liquid. A creature can drink it with an action to increase speed by 20
ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using
this formula again.", :name "Formula: Swift Step Draught"} {:description "Action:
pull out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed halved for that turn. Must wait 1 minute to use formula again.",
:name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard
and hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :wondrous-invention-lv-10 {:key :wondrous-invention-lv-10, :name
"Wondrous Invention Lv 10", :option-pack "UA - Artificer", :options [{:description
"You have created a bag of beans, allowing for random effects. See the DMG for
details.", :name "Bag of Beans"} {:description "You have created a chime of
opening, allowing easy access to openable things. See the DMG for details.", :name
"Chime of Opening"} {:description "You have created a decanter of endless water,
producing water in various amounts. See the DMG for details.", :name "Decanter of
Endless Water"} {:description "You have created eyes of minute seeing, allowing
excellent sight within 1 foot. See the DMG for details.", :name "Eyes of Minute
Seeing"} {:description "You have created a folding boat, allowing for portable
naval transportation. See the DMG for details.", :name "Folding Boat"}
{:description "You have created (a facsimile of) Heward's Handy Haversack,
lightening your load.
See the DMG for details.", :name "Heward's Handy Haversack"}]}, :alchemical-
formula-lv-14 {:key :alchemical-formula-lv-14, :name "Alchemical Formula Lv
14", :option-pack "UA - Artificer", :options [{:description "Action: pull out a
vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears
after 1 hour if not used. Only one can exist at a time.\n Health regained
improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of
10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking
stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius
around the stick is filled with smoke that blocks vision and darkvision. It
persists for 1 minute. Must wait 1 minute before using again.", :name "Formula:
Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A
creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial
disappears after 1 minute. Must wait 1 minute before using this formula
again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag
filled with tar and throw it at the ground within 30 feet of you. It bursts on
impact and covers the ground in a 5-foot radius with sticky goo, which turns it
into difficult terrain for 1 minute. Any creature beginning a turn in that area has
its speed halved for that turn. Must wait 1 minute to use formula again.", :name
"Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and
hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}}, :orcpub.dnd.e5/subclasses {:alchemist
{:class :artificer, :key :alchemist, :level-modifiers [], :level-selections
[{:level 1, :type :alchemical-formula} {:level 3, :type :alchemical-formula-lv-3}
{:level 9, :type :alchemical-formula-lv-9} {:level 14, :type :alchemical-formula-
lv-14} {:level 17, :type :alchemical-formula-lv-17}], :name "Alchemist", :option-
pack "UA - Artificer", :traits [{:description "You have created a magical satchel
containing everything you need for your Alchemical Formula options. If you lose it,
you can create a new one by spending 100gp and 8 hours a day for 3 days.", :name
"Alchemist's Satchel"} {:description "To use any Alchemical Formula options, your
Alchemist's Satchel must be within reach.\n If any of the options requires a
saving throw, the DC is 8 + your proficiency bonus + your Intelligence
modifier.", :name "Alchemical Formula"} {:description "Action: pull out a vial of
volatile liquid and throw it at something within 30 ft of you. It detonates in a 5
ft radius and any creature in that area must succeed on a DEX saving throw or
suffer 1d6 fire damage.\n Damage increases by 1d6 at levels 4, 7, 10, 13, 16, and
19, up to a maximum of 7d6.", :name "Formula: Alchemical Fire"} {:description
"Action: pull out a vial of acid and throw it at a target within 30 ft of you. It
shatters on impact and that target must succeed on a DEX saving throw or suffer 1d6
acid damage. Objects automatically take the damage AND the damage is maximized.\n
Damage is increased by 1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a
maximum of 10d6.", :name "Formula: Alchemical Acid"}]}, :gunsmith
{:class :artificer, :key :gunsmith, :level-modifiers [{:type :tool-
prof, :value :smiths-tools} {:type :spell, :value {:ability :int, :key :mending}}],
:level-selections [], :name "Gunsmith", :option-pack "UA - Artificer", :traits
[{:description "You have forged a deadly firearm. It is a two-handed ranged weapon
that deals 2d6 piercing damage at 150/500 range. Reloading is a bonus action. If
lost, another can be rebuilt with 8 hours a day for 3 days and 100gp.", :name
"Thunder Cannon"} {:description "You have crafted a leather bag to carry your
Thunder Cannon ammunition and accessories. At the end of each long rest, you can
create 40 rounds of ammunition from the magazine. After a short rest you can create
10. If you lose the magazine, you can create a new one during a long rest with 25
gp of materials.", :name "Arcane Magazine"} {:description "Action: make a special
attack with your Thunder Cannon which deals an extra 1d6 thunder damage. Damage
increases by 1d6 at levels 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of
9d6.", :level 3, :name "Thunder Monger"} {:description "Action: make a special
attack with your Thunder Cannon. No attack roll; instead, each creature in a 15
foot cone must make a STR saving throw against DC 8 + proficiency + your INT
modifier. On failure, they take 2d6 force damage and are pushed 10 feet.\n Damage
is increased by 1d6 at levels 13 and 17, to a maximum of 4d6.", :level 9, :name
"Blast Wave"} {:description "Action: make a special lightning attack with your
Thunder Cannon. No attack roll; instead, each creature in a 5-ft wide, 30-ft long
area must make a DEX saving throw against DC 8 + proficiency + your INT modifier.
On failure, they take 4d6 lightning damage. This increases to 6d6 at level
19.", :level 14, :name "Piercing Round"} {:description "Action: make a special
explosive attack with your Thunder Cannon. No attack roll; instead, choose a point
within range. The explosive round detonates in a 30-ft radius from that spot. Each
creature in the radius must make a DEX saving throw against DC 8 + proficiency +
your INT modifier. On failure, the targets take 4d8 fire damage.", :level 17, :name
"Explosive Round"}]}}}, "Adventurers League - Princes of the Apocalypse"
{:orcpub.dnd.e5/monsters {:hurricane {:key :hurricane, :int 10, :speed "45
ft.", :name "Hurricane", :alignment "lawful evil", :cha 10, :hit-points {:die-count
6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Princes of
the Apocalypse", :armor-class 14, :skills {:acrobatics 5}, :str 12, :challenge
2, :con 13, :dex 16, :wis 12, :props {:language {:auran true, :common
true}}, :traits [{:name "Spellcasting", :description "The hurricane is a 3rd-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
spell attacks). It knows the following sorcerer spells:\nCantrips (at will): blade
ward, gust, light, prestidigitation \n1st level (4 slots): feather fall, jump,
thunderwave \n2nd level (2 slots): gust of wind"} {:name "Unarmored
Defense", :description "While the hurricane is wearing no armor and wielding no
shield, its AC includes its Wisdom modifier."} {:name "Unarmored
Movement", :description "While the hurricane is wearing no armor and wielding no
shield, its walking speed increases by 15 feet (included in its speed)."} {:name
"Reaction: Deflect Missiles", :description "When the hurricane is hit by a ranged
weapon attack, it reduces the damage from the attack by 1d10 + 9. If the damage is
reduced to 0, the hurricane can catch the missile if it is small enough to hold in
one hand and the hurricane has at least one hand free."} {:type :action, :name
"Multiattack", :description "The hurricane makes two melee attacks."}
{:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."}]}, :yan-c-bin
{:legendary-actions {:description "Yan- C-Bin can take 3 legendary actions,
choosing from the options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Yan-C-Bin regains spent
legendary actions at the start of his turn."}, :key :yan-c-bin, :int 16, :speed "50
ft., fly 150 ft.", :name "Yan-C-Bin", :alignment "neutral evil", :cha 23, :hit-
points {:die-count 21, :die 12, :modifier
147}, :type :elemental, :size :huge, :option-pack "Princes of the
Apocalypse", :armor-class 22, :str 18, :saving-throws {:dex 13, :wis 11, :cha
12}, :challenge 17, :con 24, :dex 24, :wis 21, :props {:language {:auran
true}, :damage-resistance {:cold true, :fire true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:lightning true, :poison true, :thunder
true}, :condition-immunity {:charmed true, :frightened true, :paralyzed
true, :petrified true, :prone true, :restrained true}}, :traits [{:name "Challenge
Rating", :description "Yan-C-Bin's challenge rating is 18 (20,000 XP)."} {:name
"Air Form", :description "Yan-C-Bin can enter a hostile creature’s space and stop
there. He can move through a space as narrow as 1 inch wide without squeezing if
air could pass through that space."} {:name "Empowered Attacks", :description "Yan-
C-Bin’s slam attacks are treated as magical for the purpose of bypassing resistance
and immunity to nonmagical weapons."} {:name "Innate Spellcasting", :description
"Yan-C-Bin’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit
with spell attacks). He can innately cast the following spells, requiring no
material components:\nAt will: gust of wind, invisibility, lightning bolt\n2/day
each: chain lightning, cloudkill, haste"} {:name "Legendary Resistance
(3/Day)", :description "If Yan-C-Bin fails a saving throw, he can choose to succeed
instead."} {:name "Magic Resistance", :description "Yan-C-Bin has advantage on
saving throws against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "Yan-C-Bin makes two slam attacks."}
{:type :action, :name "Slam", :description "Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 20 (3d8 + 7) force damage plus 10 (3d6) lightning
damage."} {:type :action, :name "Thundercrack (Recharges after a Short or
Long Rest)", :description "Yan-C- Bin unleashes a terrible thundercrack in a 100-
foot-radius sphere centered on himself. All other creatures in the area must
succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be
deafened for 1 minute. On a
successful save, a creature takes half as much damage and is deafened until the
start of Yan-C-Bin’s next turn."} {:type :action, :name "Change
Shape", :description "Yan-C-Bin polymorphs into a Medium humanoid. While in
polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy,
and he loses the Air Form trait. He can remain in polymorphed form for up to 1
hour. Reverting to his true form requires an action."} {:type :action, :name
"Summon Elementals (1/Day)", :description "Yan-C-Bin summons up to three air
elementals and loses 30 hit points for each elemental he summons. Summoned
elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and
disappear if Yan-C-Bin is reduced to 0 hit points."} {:type :legendary-
action, :name "Peal of Thunder", :description "Yan-C-Bin unleashes a peal of
thunder that can be heard out to a range of 300 feet. Each creature within 30 feet
of Yan-C-Bin takes 5 (1d10) thunder damage."} {:type :legendary-action, :name
"Teleport (Costs 2 Actions)", :description "Yan-C-Bin magically teleports up to 120
feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying
is teleported with him."} {:type :legendary-action, :name "Suffocate (Costs 3
Actions)", :description "Yan-C-Bin steals the air of one breathing creature he can
see within 60 feet of him. The target must make a DC 21 Constitution saving throw.
On a failed save, the target drops to 0 hit points and is dying. On a successful
save, the target can’t breathe or speak until the start of its next
turn."}]}, :aerisi-kalinoth {:key :aerisi-kalinoth, :int 17, :speed "30 ft.", :name
"Aerisi Kalinoth", :alignment "neutral evil", :cha 16, :hit-points {:die-count
12, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Princes of
the Apocalypse", :armor-class 13, :skills {:arcana 6, :history 6, :perception
3}, :str 8, :challenge 7, :con 12, :dex 16, :wis 10, :props {:language {:auran
true, :common true, :elvish true}, :damage-resistance {:lightning true}}, :traits
[{:name "Fey Ancestry", :description "Aerisi has advantage on saving throws against
being charmed, and magic can’t put her to sleep."} {:name "Howling
Defeat", :description "When Aerisi drops to 0 hit points, her body disappears in a
howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or
carrying is left behind."} {:name "Legendary Resistance (2/Day)", :description "If
Aerisi fails a saving throw, she can choose to succeed instead."} {:name
"Spellcasting", :description "Aerisi is an 12th-level spellcaster. Her spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi
has the following wizard spells prepared:\nCantrips (at will): gust, mage hand,
message, prestidigitation, ray of frost, shocking grasp \n1st level (4 slots):
charm person, feather fall, mage armor, thunderwave\n2nd level (3 slots): dust
devil, gust of wind, invisibility \n3rd level (3 slots): fly, gaseous form,
lightning bolt\n4th level (3 slots): ice storm, storm sphere\n5th level (2 slots):
cloudkill, seeming (cast each day)\n6th level (1 slot): chain lightning"}
{:type :action, :name "Windvane", :description "Melee or Ranged Weapon Attack: +9
to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6 + 6) piercing
damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee
attack, plus 3 (1d6) lightning damage."}]}, :sacred-stone-monk {:key :sacred-
stone-monk, :int 10, :speed "40 ft.", :name "Sacred Stone Monk", :alignment "lawful
evil", :cha 9, :hit-points {:die-count 4, :die 8, :modifier
4}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 14, :skills {:acrobatics 4, :athletics 3, :perception 4},
:str 13, :challenge 0.5, :con 12, :dex 15, :wis 14, :props {:language {:common
true}}, :traits [{:name "Unarmored Defense", :description "While the monk is
wearing no armor and wielding no shield, its AC includes its Wisdom modifier."}
{:name "Unarmored Movement", :description "While the monk is armor and wielding no
shield, its walking speed increases by 10 feet (included in its speed)."} {:name
"Reaction: Parry", :description "The monk adds 2 to its AC against one melee or
ranged weapon attack that would hit it. To do so, the monk must see the attacker."}
{:type :action, :name "Multiattack", :description "The monk makes two melee
attacks."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage."}]}, :eternal-flame-priest {:key :eternal-flame-priest, :int 10, :speed "30
ft.", :name "Eternal Flame Priest", :alignment "neutral evil", :cha 16, :hit-points
{:die-count 8, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack
"Princes of the Apocalypse", :armor-class 12, :skills {:deception 5, :intimidation
5, :religion 2}, :str 12, :challenge 3, :con 14, :dex 15, :wis 11, :props
{:language {:common true, :ignan true}, :damage-resistance {:fire true}}, :traits
[{:name "Spellcasting", :description "The priest is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
It knows the following sorcerer spells:\nCantrips (at will): control flames, create
bonfire, fire bolt, light, minor illusion\n1st level (4 slots): burning hands,
expeditious retreat, mage armor\n2nd level (3 slots): blur, scorching ray \n3rd
level (2 slots): fireball"} {:type :action, :name "Dagger", :description "Melee or
Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d4 + 2) piercing damage."}]}, :crushing-wave-priest {:key :crushing-wave-
priest, :int 10, :speed "30 ft.", :name "Crushing Wave Priest", :alignment "neutral
evil", :cha 16, :hit-points {:die-count 8, :die 8, :modifier
16}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 13, :skills {:deception 5, :religion 2, :stealth 2}, :str
15, :challenge 2, :con 14, :dex 11, :wis 11, :props {:language {:aquan
true, :common true}}, :traits [{:name "Spellcasting", :description "The priest is a
5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5
to hit with spell attacks). It knows the following sorcerer spells:\nCantrips (at
will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost\n1st
level (4 slots): expeditious retreat, ice knife, magic missile, shield\n2nd level
(3 slots): blur, hold person \n3rd level (2 slots): sleet storm"}
{:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."}]}, :thurl-merosska
{:key :thurl-merosska, :int 11, :speed "30 ft.", :name "Thurl Merosska", :alignment
"lawful evil", :cha 15, :hit-points {:die-count 11, :die 8, :modifier
21}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 16, :skills {:animal-handling 2, :athletics 5, :deception
4, :persuasion 4}, :str 16, :challenge 3, :con 14, :dex 14, :wis 10, :props
{:language {:auran true, :common true}}, :traits [{:name
"Spellcasting", :description "Thurl is a 5th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows
the following sorcerer spells:\nCantrips (at will): friends, gust, light, message,
ray of frost \n1st level (4 slots): expeditious retreat, feather fall, jump \n2nd
level (3 slots): levitate, misty step \n3rd level (2 slots): haste"} {:name
"Reaction: Parry", :description "Thurl adds 2 to his AC against one melee attack
that would hit him. To do so, Thurl must see the attacker and be wielding a melee
weapon."} {:type :action, :name "Multiattack", :description "Thurl makes two melee
attacks."} {:type :action, :name "Greatsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."}
{:type :action, :name "Lance", :description "Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 9 (1d12 + 3) piercing damage."}]}, :stonemelder
{:key :stonemelder, :int 12, :speed "30 ft.", :name "Stonemelder", :alignment
"neutral evil", :cha 17, :hit-points {:die-count 10, :die 8, :modifier
30}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 17, :skills {:intimidation 5, :perception 2}, :str
15, :challenge 4, :con 16, :dex 10, :wis 11, :props {:language {:common
true, :terran true}}, :traits [{:name "Death Burst", :description "When the
Stonemelder dies, it turns to stone and explodes in a burst of rock shards,
becoming a smoking pile of rubble. Each creature within 10 feet of the exploding
Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning
damage on a failed save, or half as much damage on a successful one."} {:name
"Spellcasting", :description "The Stonemelder is a 7th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
It knows the following sorcerer spells:\nCantrips (at will): acid splash, blade
ward, light, mending, mold earth\n1st level (4 slots): expeditious retreat, false
life, shield \n2nd level (3 slots): Maximilian’s earthen grasp, shatter \n3rd level
(3 slots): erupting earth, meld into stone \n4th level (1 slot): stoneskin"} {:type
:action, :name "Black Earth Rod", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The Stonemelder can
also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a
1st level slot, plus an additional 1d8 for each level of the slot above
1st."}]}, :elizar-dryflagon {:key :elizar-dryflagon, :int 11, :speed "30
ft.", :name "Elizar Dryflagon", :alignment "neutral evil", :cha 10, :hit-points
{:die-count 11, :die 8, :modifier 22}, :type :humanoid, :size :medium,
:option-pack "Princes of the Apocalypse", :armor-class 14, :skills {:arcana
3, :deception 3}, :str 13, :challenge 5, :con 14, :dex 15, :wis 18, :props
{:language {:common true, :druidic true}}, :traits [{:name
"Spellcasting", :description "Elizar is a 7th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the
following druid spells prepared:\nCantrips (at will): druidcraft, guidance, poison
spray, produce flame\n1st level (4 slots): animal friendship, faerie fire, healing
word, jump, thunderwave\n2nd level (3 slots): flame blade, spike growth \n3rd level
(3 slots): dispel magic, stinking cloud \n4th level (2 slots): blight, wall of
fire"} {:name "Summon Mephits (Recharges after a Long Rest)", :description "By
puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If
he does so, he summons four smoke mephits."} {:type :action, :name "+1
Dagger", :description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."}]}, :feathergale-
knight {:key :feathergale-knight, :int 11, :speed "30 ft.", :name "Feathergale
Knight", :alignment "lawful evil", :cha 14, :hit-points {:die-count 6, :die
8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 16, :skills {:animal-handling 2, :history 2}, :str
14, :challenge 1, :con 12, :dex 14, :wis 10, :props {:language {:auran
true, :common true}}, :traits [{:name "Spellcasting", :description "The knight is a
1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4
to hit with spell attacks). It knows the following sorcerer spells:\nCantrips (at
will): gust, light, message, ray of frost \n1st level (2 slots): expeditious
retreat, feather fall"} {:type :action, :name "Multiattack", :description "The
knight makes two melee attacks."} {:type :action, :name "Longsword", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage, or 7 (1d10 + 2) slashing damage if used with two hands."}
{:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack."}]},
:skyweaver {:key :skyweaver, :int 11, :speed "30 ft.", :name
"Skyweaver", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 8, :die 8,
:modifier 8}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 12, :skills {:deception 5, :persuasion 5}, :str
8, :challenge 3, :con 12, :dex 14, :wis 10, :props {:language {:auran true, :common
true}}, :traits [{:name "Spellcasting", :description "The Skyweaver is a 6th-level
spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It knows the following sorcerer spells:\nCantrips (at will):
blade ward, light, message, ray of frost, shocking grasp\n1st level (4 slots):
feather fall, mage armor, witch bolt \n2nd level (3 slots): gust of wind,
invisibility \n3rd level (3 slots): fly, lightning bolt"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage."}]}, :razerblast
{:key :razerblast, :int 9, :speed "30 ft.", :name "Razerblast", :alignment "chaotic
evil", :cha 13, :hit-points {:die-count 15, :die 8, :modifier 75}, :type :humanoid,
:size :medium, :option-pack "Princes of the Apocalypse", :armor-class 17, :skills
{:intimidation 4, :perception 3}, :str 16, :challenge 5, :con 16, :dex 11, :wis 10,
:props {:language {:common true, :ignan true}, :damage-immunity {:fire
true}}, :traits [{:name "Searing Armor", :description "The razerblast’s armor is
hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire
damage at the end of that creature’s turn."} {:name "Shrapnel
Explosion", :description "When the razerblast drops to 0 hit points, a flaming orb
in its chest explodes, destroying the razerblast’s body and scattering its armor as
shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed
on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed
save, or half as much damage on a successful one."} {:type :action, :name
"Multiattack", :description "The razerblast makes three melee attacks."}
{:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus
3 (1d6) fire damage."}]}, :miraj-vizann {:key :miraj-vizann, :int 13, :speed "30
ft.", :name "Miraj Vizann", :alignment "neutral evil", :cha 18, :hit-points {:die-
count 11, :die 8, :modifier 33}, :type :humanoid, :size :medium, :option-pack
"Princes of the Apocalypse", :armor-class 10, :skills {:arcana 4, :deception
7}, :str 12, :challenge 6, :con 17, :dex 10, :wis 11, :props {:language {:common
true, :primordial true}}, :traits [{:name "Earth Walk", :description "Moving
through difficult terrain made of earth or stone costs Miraj no extra movement."}
{:name "Innate Spellcasting", :description "Miraj’s innate spellcasting ability is
Constitution (spell save DC 14). He can innately cast the following spell,
requiring no material components:\n1/day: pass without trace."} {:name
"Spellcasting", :description "Miraj is an 11th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the
following sorcerer spells:\nCantrips (at will): acid splash, blade ward, friends,
light, message, mold earth \n1st level (4 slots): chromatic orb, mage armor, magic
missile \n2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion\n3rd
level (3 slots): counterspell, erupting earth\n4th level (3 slots): polymorph,
stoneskin \n5th level (2 slots): wall of stone \n6th level (1 slot): move earth"}
{:type :action, :name "Staff", :description "Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning
damage when used with two hands."}]}, :oreioth {:key :oreioth, :int 16, :speed "30
ft.", :name "Oreioth", :alignment "chaotic evil", :cha 11, :hit-points {:die-count
6, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Princes of
the Apocalypse", :armor-class 11, :skills {:arcana 5, :investigation 5, :medicine
1}, :str 8, :saving-throws {:wis 1}, :challenge 2, :con 14, :dex 13, :wis 9, :props
{:language {:abyssal true, :common true}}, :traits [{:name "Grim
Harvest", :description "Once per turn when Oreioth kills one or more creatures with
a spell of 1st level or higher, he regains hit points equal to twice the spell’s
level."} {:name "Spellcasting", :description "Oreioth is a 6th-level spellcaster.
His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell
attacks). He has the following wizard spells prepared:\nCantrips (at will): chill
touch, minor illusion, prestidigitation, shocking grasp\n1st level (4 slots): false
life, mage armor, magic missile, ray of sickness\n2nd level (3 slots): crown of
madness, misty step \n3rd level (3 slots): animate dead, Vampiric touch"} {:name
"Swift Animation (Recharges after a Long Rest)", :description "When a living Medium
or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next
turn to cast animate dead on that humanoid’s corpse, instead of using the spell’s
normal casting time."} {:type :action, :name "Dagger", :description "Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing
damage."}]}, :black-earth-priest {:key :black-earth-priest, :int 12, :speed "30
ft.", :name "Black Earth Priest", :alignment "neutral evil", :cha 16, :hit-points
{:die-count 7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack
"Princes of the Apocalypse", :armor-class 17, :skills {:intimidation 5, :religion
3, :persuasion 5}, :str 15, :challenge 3, :con 14, :dex 11, :wis 10, :props
{:language {:common true, :terran true}}, :traits [{:name
"Spellcasting", :description "The priest is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
It knows the following sorcerer spells:\nCantrips (at will): acid splash, blade
ward, light, mending, mold earth \n1st level (4 slots): earth tremor, expeditious
retreat, shield \n2nd level (3 slots): shatter, spider climb \n3rd level (2 slots):
slow"} {:name "Reaction: Unyeilding", :description "When the priest is subjected to
an effect that would move it, knock it prone, or both, it can use its reaction to
be neither moved nor knocked prone."} {:type :action, :name
"Multiattack", :description "The priest makes two melee attacks."}
{:type :action, :name "Glaive", :description "Melee Weapon Attack: +4 to hit, reach
10 ft., one target. Hit: 7 (1d10 + 2) slashing damage."}]}, :grumink-the-renegade
{:key :grumink-the-renegade, :int 13, :speed "25 ft.", :name "Grumink the
Renegade", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 12, :die
8, :modifier 36}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 15, :skills {:acrobatics 6, :deception 3, :perception
3, :stealth 9}, :str 11, :saving-throws {:dex 6, :int 4}, :challenge 8, :con
16, :dex 16, :wis 11, :props {:language {:common true, :dwarvish true, :thieves-
cant true}, :damage-resistance {:poison true}}, :traits [{:name
"Assassinate", :description "During its first turn, the assassin has advantage on
attack rolls against any creature that hasn’t taken a turn. Any hit the assassin
scores against a surprised creature is a critical hit."} {:name "Evasion",
:description "If the assassin is subjected to an effect that allows it to make a
Dexterity saving throw to take only half damage, the assassin instead takes no
damage if it succeeds on the saving throw, and only half damage if it fails."}
{:name "Sneak Attack (1/Turn)", :description "The assassin deals an extra 13 (4d6)
damage when it hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 ft. of an ally of the assassin that isn’t
incapacitated and the assassin doesn’t have disadvantage on the attack roll."}
{:name "Dwarven Resilience", :description "You have advantage on saving throws
against being poisoned."} {:type :action, :name "Multiattack", :description "The
assassin makes two shortsword attacks."} {:type :action, :name
"Shortsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half
as much damage on a successful one."} {:type :action, :name "Light
Crossbow", :description "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half
as much damage on a successful one."}]}, :eternal-flame-guardian {:key :eternal-
flame-guardian, :int 8, :speed "30 ft.", :name "Eternal Flame Guardian", :alignment
"chaotic evil", :cha 13, :hit-points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 17, :skills {:intimidation 3, :perception 2}, :str
15, :challenge 2, :con 14, :dex 13, :wis 11, :props {:language {:common
true}, :damage-resistance {:fire true}}, :traits [{:name "Flaming Weapon (Recharges
after a Short or Long Rest)", :description "Asa bonus action, the guard can wreath
one melee weapon it is wielding in flame. The guard is unharmed by this fire, which
lasts until the end of the guard’s next turn. While wreathed in flame, the weapon
deals an extra 3 (1d6) fire damage on a hit"} {:type :action, :name "Multiattack",
:description "The guard makes two melee attacks."} {:type :action, :name
"Longsword", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage."} {:type :action, :name "Heavy
Crossbow", :description "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one
target. Hit: 6 (1d10 + 1) piercing damage."}]}, :black-earth-guard {:key :black-
earth-guard, :int 10, :speed "30 ft.", :name "Black Earth Guard", :alignment
"neutral evil", :cha 9, :hit-points {:die-count 6, :die 8, :modifier
12}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 18, :skills {:intimidation 1, :perception 2}, :str
17, :challenge 2, :con 14, :dex 11, :wis 10, :props {:language {:common
true}}, :traits [{:name "Reaction: Unyeilding", :description "When the guard is
subjected to an effect that would move it, knock it prone, or both, it can use its
reaction to be neither moved nor knocked prone."} {:type :action, :name
"Multiattack", :description "The guard makes two melee attacks."}
{:type :action, :name "Morningstar", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."}]}, :fathomer
{:key :fathomer, :int 11, :speed "30 ft.", :name "Fathomer", :alignment "neutral
evil", :cha 15, :hit-points {:die-count 8, :die 8, :modifier
16}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 10, :skills {:arcana 2, :perception 4, :stealth 4}, :str
14, :challenge 2, :con 14, :dex 11, :wis 11, :props {:language {:aquan
true, :common true}}, :traits [{:name "Shapechanger (2/Day)", :description "The
fathomer can use its action to polymorph into a Medium serpent composed of water,
or back into its true form. Anything the fathomer is wearing or carrying is
subsumed into the serpent form during the change, inaccessible until the fathomer
returns to its true form. The fathomer reverts to its true form after 4 hours,
unless it can expend another use of this trait. If the fathomer is knocked
unconscious or dies, it also reverts to its true form. While in serpent form, the
fathomer gains a swimming speed of 40 feet, the ability to breathe underwater,
immunity to poison damage, as well as resistance to fire damage and bludgeoning,
piercing, and slashing damage from nonmagical weapons. It also has immunity to the
following conditions: exhaustion, grappled, paralyzed, poisoned, restrained,
prone,unconscious. The serpent form can enter a hostile creature’s space and stop
there. In addition, if water can pass through a space, the serpent can do so
without squeezing."} {:name "Olhydra’s Armor (Human Form Only)", :description "The
fathomer can cast mage armor at will, without expending material components."}
{:name "Spellcasting (Human Form Only)", :description "The fathomer is a 5th-level
spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). It has two 3rd-level spell slots, which it regains after
finishing a short or long rest, and knows the following warlock spells:\nCantrips
(at will): chill touch, eldritch blast, mage hand \n1st level: armor of Agathys,
expeditious retreat, hex \n2nd level: invisibility \n3rd level: Vampiric touch"}
{:type :action, :name "Constrict (Serpent Form Only).", :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.If
the target is Medium or smaller, it is grappled (escape DC 12). Until the
grapple ends, the target is restrained, and the fathomer can’t constrict another
target."} {:type :action, :name "Dagger (Human Form Only)", :description "Melee or
Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d4 + 2) piercing damage."}]}, :shoalar-quanderil {:key :shoalar-quanderil, :int
14, :speed "30 ft., swim 30 ft.", :name "Shoalar Quanderil", :alignment "lawful
evil", :cha 17, :hit-points {:die-count 8, :die 8, :modifier
24}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 10, :skills {:arcana 4, :deception 5, :insight
2, :persuasion 5}, :str 11, :challenge 4, :con 16, :dex 12, :wis 10, :props
{:language {:aquan true, :common true}, :damage-resistance {:acid true}}, :traits
[{:name "Amphibious", :description "Shoalar can breathe air and water."} {:name
"Innate Spellcasting", :description "Shoalar’s innate spellcasting ability is
Constitution (spell save DC 13, +5 to hit with spell attacks).He can innately cast
the following spells:\nAt will: shape water\n1/day: create or destroy water"}
{:name "Spellcasting", :description "Shoalar is a 5th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
He knows the following sorcerer spells:\nCantrips (at will): acid splash, chill
touch, friends, prestidigitation, ray of frost\n1st level (4 slots): disguise self,
mage armor, magic missile \n2nd level (3 slots): hold person, misty step \n3rd
level (2 slots): tidal wave"} {:type :action, :name "Dagger", :description "Melee
or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target.
Hit: 3 (1d4 + 1) piercing damage."}]}, :gar-shatterkeel {:key :gar-
shatterkeel, :int 12, :speed "30 ft., swim 30 ft.", :name "Gar
Shatterkeel", :alignment "neutral evil", :cha 13, :hit-points {:die-count 15, :die
8, :modifier 45}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 16, :skills {:nature 8, :survival 8}, :str 15, :challenge
9, :con 16, :dex 15, :wis 18, :props {:language {:aquan true, :common
true}, :damage-resistance {:cold true}}, :traits [{:name "Amphibious", :description
"Gar can breathe air and water."} {:name "Legendary Resistance
(2/Day)", :description "If Gar fails a saving throw, he can choose to succeed
instead."} {:name "Spellcasting", :description "Gar is a 9th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He
has the following druid spells prepared:\nCantrips (at will): mending, resistance,
shape water\n1st level (4 slots): create or destroy water, cure wounds, fog cloud,
thunderwave\n2nd level (3 slots): darkvision, hold person, protection from poison\
n3rd level (3 slots): call lightning, sleet storm, tidal wave\n4th level (3 slots):
control water, ice storm \n5th level (1 slot): scrying"} {:name "Water
Walk", :description "Gar can stand and move on liquid surfaces as if they were
solid ground."} {:name "Watery Fall", :description "When Gar drops to 0 hit points,
his body collapses into a pool of inky water that rapidly disperses. Anything he
was wearing or carrying is left behind."} {:type :action, :name
"Multiattack", :description "Gar makes two melee attacks, one with his claw and one
with Drown."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +6
to hit, reach 5 ft., one target.Hit: 9 (2d6 + 2) bludgeoning damage, and the target
is grappled (escape DC 13). Until the grapple ends, Gar can’t attack other
creatures with his claw."} {:type :action, :name "Drown", :description "Melee or
Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6
(1d6 + 3) piercing damage plus 4 (1d8) cold damage."}]}, :fire-elemental-myrmidon
{:key :fire-elemental-myrmidon, :int 10, :speed "40 ft. ", :name "Fire Elemental
Myrmidon", :damage-immunities "fire, poison", :alignment "neutral", :cha 10, :hit-
points {:die 8, :die-count 19, :modifier
38}, :type :elemental, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 18, :str 13, :challenge 7, :con 10, :dex 10, :condition-
immunities "paralyzed, petrified, poisoned, prone", :wis 10, :languages "ignan, one
language
of its creators choice", :disabled? true, :props {:condition-immunity {:paralyzed
true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:fire
true, :poison true}, :damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:ignan true, :one-language-of-its-creators-choice
true}}, :traits [{:description "The myrmidon sheds bright light in a 20-foot radius
and dim light in a 40-foot radius. ", :name "Illumination"} {:description "The
myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "For
every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold
damage. ", :name "Water Susceptibility"} {:description "The myrmidon makes three
scimitar attacks. ", :name "Multiattack", :type :action} {:description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage. ", :name "Scimitar", :type :action} {:description "The myrmidon uses
Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. ", :name
"Fiery Strikes (Recharge 6)", :type :action}]}, :earth-elemental-myrmidon
{:key :earth-elemental-myrmidon, :int 8, :speed "30 ft. ", :name "Earth Elemental
Myrmidon", :damage-immunities "poison", :alignment "neutral", :cha 10, :hit-points
{:die 8, :die-count 17, :modifier 51}, :type :elemental, :size :medium, :option-
pack "Princes of the Apocalypse", :armor-class 18, :str 18, :challenge 7, :con
17, :dex 10, :condition-immunities "paralyzed, petrified, poisoned, prone", :wis
10, :languages "one language of its creators choice, terran", :disabled?
true, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned
true, :prone true}, :damage-immunity {:poison true}, :damage-resistance
{:bludgeoning true, :piercing true, :slashing true}, :language {:one-language-of-
its-creators-choice true, :terran true}}, :traits [{:description "The myrmidon's
weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon
makes two maul attacks. ", :name "Multiattack", :type :action} {:description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage. ", :name "Maul", :type :action} {:description "The myrmidon makes one maul
attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the
target must succeed on a DC 14 Strength saving throw or be knocked prone. ", :name
"Thunderous Strike (Recharge 6)", :type :action}]}, :one-eyed-shiver {:key :one-
eyed-shiver, :int 13, :speed "30 ft.", :name "One-Eyed Shiver", :alignment "chaotic
evil", :cha 17, :hit-points {:die-count 9, :die 8, :modifier
9}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 12, :skills {:arcana 3, :perception 3, :intimidation
5}, :str 10, :challenge 3, :con 12, :dex 14, :wis 13, :props {:language {:common
true}, :damage-immunity {:cold true}}, :traits [{:name "Chilling
Mist", :description "While it is alive, the one-eyed shiver projects an aura of
cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a
creature in this area, the creature also takes 5 (1d10) cold damage."} {:name
"Spellcasting", :description "The one-eyed shiver is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
It knows the following sorcerer spells:\nCantrips (at will): chill touch, mage
hand\n1st level (4 slots): fog cloud, mage armor, thunderwave\n2nd level (3 slots):
mirror image, misty step\n3rd level (2 slots): fear"} {:type :action, :name
"Dagger", :description "Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {:type :action, :name "Eye of
Frost", :description "The one-eyed shiver casts ray of frost from its missing eye.
If it hits, the target is also restrained. A target restrained in this way can end
the condition by using an action, succeeding on a DC 13 Strength
check."}]}, :drannin-splithelm {:key :drannin-splithelm, :int 11, :speed "25
ft.", :name "Drannin Splithelm", :alignment "neutral evil", :cha 12, :hit-points
{:die-count 11, :die 8, :modifier 44}, :type :humanoid, :size :medium, :option-pack
"Princes of the Apocalypse", :armor-class 18, :skills {:athletics 7, :intimidation
4}, :str 19, :challenge 7, :con 18, :dex 10, :wis 8, :props {:language {:common
true, :dwarvish true}, :damage-resistance {:cold true, :poison true}}, :traits
[{:name "Action Surge (Recharges after a Short or Long Rest)", :description
"Drannin takes an additional action on his turn."} {:name "Brute", :description "A
melee weapon deals one extra die of its damage when Drannin hits with it (included
in the attack)."} {:name "Dwarven Resilience", :description "Drannin has advantage
on saving throws against poison."} {:name "Indomitable (Recharges after a Short or
Long Rest)", :description "Drannin can reroll a saving throw that he fails. He must
use the new roll."} {:name "Second Wind (Recharges after a Short or Long
Rest)", :description "Drannin can use a bonus action to regain 16 (1d10 + 11) hit
points."} {:name "Special Equipment", :description "Drannin wears a control amulet
for his shield guardian (see the Monster Manual) and a ring of cold resistance. He
also carries a potion of frost giant strength."} {:type :action, :name
"Multiattack", :description "Drannin makes three attacks with his greataxe."}
{:type :action, :name "Greataxe", :description "Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage."}]}, :wiggan-nettlebee
{:key :wiggan-nettlebee, :int 14, :speed "30 ft.", :name "Wiggan
Nettlebee", :alignment "neutral evil", :cha 13, :hit-points {:die-count 8, :die
6, :modifier 8}, :type :humanoid, :size :small, :option-pack "Princes of the
Apocalypse", :armor-class 11, :skills {:deception 3, :insight 4}, :str
8, :challenge 2, :con 12, :dex 12, :wis 15, :props {:language {:common
true, :halfling true}}, :traits [{:name "Brave Devotion", :description "Wiggan has
advantage on saving throws against being charmed or frightened."} {:name
"Spellcasting", :description "Wiggan is a 4th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the
following cleric spells prepared:\nCantrips (at will): guidance, light, mending,
shillelagh, thaumaturgy\n1st Level (4 slots): animal friendship, cure wounds,
healing word, inflict wounds, speak with animals \n2nd Level (3 slots): barkskin,
spike growth, spiritual weapon"} {:type :action, :name "Multiattack", :description
"Wiggan makes two attacks with his wooden cane."} {:type :action, :name "Wooden
Cane (Club)", :description "Melee Weapon Attack: +0 to hit (+4 to hit with
shillelagh), reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage, or 6
(1d8+2) bludgeoning damage with shillelagh."}]}, :marlos-urnayle {:key :marlos-
urnayle, :int 12, :speed "30 ft.", :name "Marlos Urnayle", :alignment "neutral
evil", :cha 17, :hit-points {:die-count 16, :die 8, :modifier
64}, :type :monstrosity, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 15, :skills {:arcana 4, :deception 6, :perception
4}, :str 17, :challenge 8, :con 18, :dex 11, :wis 13, :props {:language {:common
true, :terran true}, :damage-resistance {:acid true}}, :traits [{:name "Earthen
Defeat", :description "When Marlos drops to 0 hit points, his body transforms into
mud and collapses into a pool. Anything he is wearing or carrying is left behind."}
{:name "Earth Passage", :description "Marlos can move in difficult terrain
composed of anything made from earth or stone as if it were normal terrain. He can
move through solid earth and rock as if it were difficult terrain. If he ends his
turn there, he is shunted into the nearest space he last occupied."} {:name
"Legendary Resistance (2/Day)", :description "If Marlos fails a saving throw, he
can choose to succeed instead."} {:name "Petrifying Gaze", :description "When a
creature that can see Marlos’s eyes starts its turn within 30 feet of him, Marlos
can force it to make a DC 14 Constitution saving throw if Marlos isn’t
incapacitated and can see the creature. If the saving throw fails by 5 or more, the
creature is instantly petrified. Otherwise, a creature that fails the save begins
to turn to stone and is restrained. The restrained creature must repeat the saving
throw at the end of its next turn, becoming petrified on a failure or ending the
effect on a success. The petrification lasts until the creature is freed by the
greater restoration spell or other magic. Unless surprised, a creature can avert
its eyes to avoid the saving throw at the start of its turn. If the creature does
so, it can’t see Marlos until the start of its next turn, when it can decide to
avert its eyes again. If the creature looks at Marlos in the meantime, it must
immediately make the save.If Marlos sees himself reflected on a polished surface
within 30 feet of him and in an area of bright light, Marlos is, due to his curse,
affected by his own gaze."} {:type :action, :name "Multiattack", :description
"Marlos makes three melee attacks, one with his snake hair and two with Ironfang."}
{:type :action, :name "Snake Hair", :description "Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) poison
damage."} {:type :action, :name "Ironfang", :description "Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
thunder damage."}]}, :water-elemental-myrmidon {:key :water-elemental-
myrmidon, :int 8, :speed "40 ft., swim 40 ft. ", :name "Water Elemental
Myrmidon", :damage-immunities "poison", :alignment "neutral", :cha 10, :hit-points
{:die 8, :die-count 17, :modifier 51}, :type :elemental, :size :medium, :option-
pack "Princes of the Apocalypse", :armor-class 18, :str 18, :challenge 7, :con
15, :dex 14, :condition-immunities
"paralyzed, petrified, poisoned, prone", :wis 10, :languages "aquan, one language
of its creators choice", :disabled? true, :props {:condition-immunity {:paralyzed
true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison
true}, :damage-resistance {:acid true, :bludgeoning true, :piercing true, :slashing
true}, :language {:aquan true, :one-language-of-its-creators-choice true}}, :traits
[{:description "The myrmidon's weapon attacks are magical. ", :name "Magic
Weapons"} {:description "The myrmidon makes three trident attacks. ", :name
"Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage,
or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
", :name "Trident", :type :action} {:description "The myrmidon uses Multiattack.
Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by
one or more of these attacks has its speed reduced by 10 feet until the end of the
myrmidon's next turn. ", :name "Freezing Strikes (Recharge
6)", :type :action}]}, :olhydra {:legendary-actions {:description "Olhydra can take
3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn.
Olhydra regains spent legendary actions at the start of her turn."}, :key :olhydra,
:int 17, :speed "50 ft., swim 100ft.", :name "Olhydra", :alignment "neutral
evil", :cha 23, :hit-points {:die-count 24, :die 12, :modifier
168}, :type :elemental, :size :huge, :option-pack "Princes of the
Apocalypse", :armor-class 18, :str 21, :saving-throws {:str 11, :con 13, :wis
10}, :challenge 17, :con 24, :dex 22, :wis 18, :props {:language {:aquan
true}, :damage-resistance {:lightning true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:acid true, :cold true, :poison
true}, :condition-immunity {:charmed true, :frightened true, :paralyzed
true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits
[{:name "Challenge Rating", :description "Olhydra's challenge rating is 18
(20,000XP)."} {:name "Empowered Attacks", :description "Olhydra’s slam attacks are
treated as magical for the purpose of bypassing resistance and immunity to
nonmagical weapons."} {:name "Innate Spellcasting", :description "Olhydra’s innate
spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell
attacks).She can innately cast the following spells, requiring no material
components:\nAt will: wall of ice\n3/day: ice storm\n1/day: storm of vengeance"}
{:name "Legendary Resistance (3/Day)", :description "If Olhydra fails a saving
throw, she can choose to succeed instead."} {:name "Magic Resistance", :description
"Olhydra has advantage on saving throws against spells and other magical effects."}
{:name "Water Form", :description "Olhydra can enter a hostile creature’s space and
stop there. She can move through a space as narrow as 1 inch wide without
squeezing."} {:type :action, :name "Multiattack", :description "Olhydra makes two
slam attacks or two water jet attacks."} {:type :action, :name "Slam", :description
"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5)
bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple
up to four targets. When Olhydra moves, all creatures she is grappling move with
her."} {:type :action, :name "Water Jet", :description "Ranged Weapon Attack: +12
to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target
is knocked prone if it fails a DC 19 Strength saving throw."} {:type :action, :name
"Summon Elementals (1/Day)", :description "Olhydra summons up to three water
elementals and loses 30 hit points for each elemental she summons. Summoned
elementals have maximum hit points, appear within 100 feet of Olhydra, and
disappear if Olhydra is reduced to 0 hit points."} {:type :legendary-action, :name
"Crush", :description "One creature that Olhydra is grappling is crushed for 21
(3d10 + 5) bludgeoning damage."} {:type :legendary-action, :name "Fling (Costs 2
Actions)", :description "Olhydra releases one creature she is grappling by flinging
the creature up to 60 feet away from her, in a direction of her choice. If the
flung creature comes into contact with a solid surface, such as a wall or floor,
the creature takes 1d6 bludgeoning damage for every 10 feet it was flung."}
{:type :legendary-action, :name "Water to Acid (Costs 3 Actions)", :description
"Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s
next turn. Any creature that comes into contact with Olhydra or hits her with a
melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any
creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its
turn."}]}, :windharrow {:key :windharrow, :int 14, :speed "30 ft.", :name
"Windharrow", :alignment "neutral evil", :cha 17, :hit-points {:die-count 10, :die
8, :modifier 10}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 15, :skills {:acrobatics 5, :deception 7, :persuasion
5, :performance 7, :stealth 5}, :str 10, :challenge 3, :con 12, :dex 16, :wis
10, :props {:language {:auran true, :common true, :elvish true}}, :traits [{:name
"Fey Ancestry", :description "Windharrow has advantage on saving throws against
being charmed, and magic can’t put him to sleep."} {:name
"Spellcasting", :description "Windharrow is an 8th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Windharrow knows the following bard spells:\nCantrips (at will): friends,
prestidigitation, vicious mockery\n1st level (4 slots): disguise self, dissonant
whispers, thunderwave\n2nd level (3 slots): invisibility, shatter, silence\n3rd
level (3 slots): nondetection, sending, tongues\n4th level (2 slots): confusion,
dimension door"} {:type :action, :name "Multiattack", :description "Windharrow
makes two melee attacks."} {:type :action, :name "Rapier", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing
damage."}]}, :howling-hatred-initiates {:key :howling-hatred-initiates, :int
10, :speed "30 ft.", :name "Howling Hatred Initiates", :alignment "neutral
evil", :cha 11, :hit-points {:die-count 2, :die 8}, :type :humanoid, :size :medium,
:option-pack "Princes of the Apocalypse", :armor-class 13, :skills {:deception
2, :religion 2, :stealth 4}, :str 10, :challenge 0.125, :con 10, :dex 15, :wis
9, :props {:language {:common true}}, :traits [{:name "Guiding Wind (Recharges
after a Short or Long Rest)", :description "As abonus action, the initiate gains
advantage on the next ranged attack roll it makes before the end of its next
turn."} {:name "Hold Breath", :description "The initiate can hold its breath for 30
minutes."} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage."}]}, :bastian-thermandar {:key :bastian-thermandar, :int
11, :speed "30 ft.", :name "Bastian Thermandar", :alignment "neutral evil", :cha
18, :hit-points {:die-count 12, :die 8, :modifier
24}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 12, :skills {:arcana 3, :deception 7}, :str
12, :challenge 8, :con 15, :dex 14, :wis 9, :props {:language {:common true, :ignan
true}, :damage-resistance {:fire true}}, :traits [{:name "Innate
Spellcasting", :description "Bastian’s innate spellcasting ability is Constitution
(spell save DC 13, +5 to hit with spell attacks). He can innately cast the
following spells:\nAt will: produce flame 1/day: burning hands"} {:name
"Spellcasting", :description "Bastian is a 9th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows
the following sorcerer spells:\nCantrips (at will): fire bolt, mage hand, message,
prestidigitation, shocking grasp\n1st level (4 slots): mage armor, magic missile,
shield \n2nd level (3 slots): misty step, scorching ray \n3rd level (3 slots):
counterspell, fireball\n4th level (3 slots): dimension door, wall of fire \n5th
level (1 slot): hold monster"} {:type :action, :name "Dagger", :description "Melee
or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage."}]}, :ogremoch {:legendary-actions {:description
"Ogremoch can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another
creature’s turn. Ogremoch regains spent legendary actions at the start of his
turn."}, :key :ogremoch, :int 11, :speed "50 ft., burrow 50 ft.", :name "Ogremoch",
:alignment "neutral evil", :cha 22, :hit-points {:die-count 27, :die 20, :modifier
243}, :type :elemental, :size :gargantuan, :option-pack "Princes of the
Apocalypse", :armor-class 20, :str 26, :saving-throws {:str 14, :con 15, :wis
8}, :challenge 20, :con 28, :dex 11, :wis 15, :props {:language {:common
true, :terran true}, :damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity
{:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true,
:prone true}}, :traits [{:name "Empowered Attacks", :description "Ogremoch’s slam
attacks are treated as magical and adamantine for the purpose of bypassing
resistance and immunity to nonmagical weapons."} {:name "Innate
Spellcasting", :description "Ogremoch’s innate spellcasting ability is Charisma
(spell save DC 20, +12 to hit with spell attacks). He can innately cast the
following spells, requiring no material components:\nAt will: meld into stone, move
earth, wall of stone"} {:name
"Legendary Resistance (3/Day)", :description "If Ogremoch fails a saving throw, he
can choose to succeed instead."} {:name "Magic Resistance", :description "Ogremoch
has advantage on saving throws against spells and other magical effects."} {:name
"Siege Monster", :description "Ogremoch deals double damage to objects and
structures with his melee and ranged weapon attacks."} {:type :action, :name
"Multiattack", :description "Ogremoch makes two slam attacks."}
{:type :action, :name "Slam", :description "Melee Weapon Attack: +14 to hit, reach
15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage."} {:type :action, :name
"Boulder", :description "Ranged Weapon Attack: +6 to hit, range 500 ft., one
target. Hit: 46 (7d10 + 8) bludgeoning damage. If the target is a creature, it must
succeed on a DC 23 Strength saving throw or be knocked prone."}
{:type :action, :name "Summon Elementals (1/Day)", :description "Ogremoch summons
up to three earth elementals and loses 30 hit points for each elemental he summons.
Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch,
and disappear if Ogremoch is reduced to 0 hit points."} {:type :legendary-
action, :name "Illuminating Crystals", :description "Ogremoch’s crystalline
protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in
orange light, shedding dim light in a 10-foot radius. Any attack roll against an
affected creature has advantage if the attacker can see it, and the affected
creature can’t benefit from being invisible."} {:type :legendary-action, :name
"Stomp (Costs 2 Actions)", :description "Ogremoch stomps the ground, creating an
earth tremor that extends in a 30-foot radius. Other creatures standing on the
ground in that radius must succeed on a DC 23 Dexterity saving throw or fall
prone."} {:type :legendary-action, :name "Create Gargoyle (Costs 3
Actions)", :description "Ogremoch’s hit points are reduced by 50 as he breaks off a
chunk of his body and places it on the ground in an unoccupied space within 15 feet
of him. The chunk of rock instantly transforms into a gargoyle and acts on the same
initiative count as Ogremoch. Ogremoch can’t use this action if he has 50 hit
points or fewer. The gargoyle obeys Ogremoch’s commands and fights until
destroyed."}]}, :flamewrath {:key :flamewrath, :int 11, :speed "30 ft.", :name
"Flamewrath", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 14, :die
8, :modifier 42}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 12, :skills {:arcana 3, :religion 3}, :str 10, :challenge
6, :con 16, :dex 14, :wis 10, :props {:language {:common true, :ignan
true}, :damage-immunity {:fire true}}, :traits [{:name "Spellcasting", :description
"The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma
(spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer
spells:\nCantrips (at will): control flames, fire bolt, friends, light, minor
illusion\n1st level (4 slots): burning hands, color spray, mage armor\n2nd level (3
slots): scorching ray, suggestion\n3rd level (3 slots): fireball, hypnotic pattern\
n4th level (1 slot): fire shield (see Wreathed in Flame)"} {:name "Wreathed in
Flame", :description "For the flamewrath, the warm version of the fire shield spell
has a duration of “until dispelled.” The fire shield burns for 10 minutes after the
flamewrath dies, consuming its body."} {:type :action, :name "Dagger", :description
"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 4 (1d4 + 2) piercing damage."}]}, :ghald {:key :ghald, :int 14, :speed
"30 ft., swim 50 ft.", :name "Ghald", :alignment "lawful evil", :cha 17, :hit-
points {:die-count 12, :die 8, :modifier
36}, :type :humanoid, :size :large, :option-pack "Princes of the
Apocalypse", :armor-class 15, :skills {:insight 4, :perception 7}, :str
19, :saving-throws {:dex 6, :con 6, :int 5, :wis 4}, :challenge 7, :con 16, :dex
17, :wis 13, :props {:language {:common true, :sahuagin true}}, :traits [{:name
"Assassinate", :description "During its first turn, Ghald has advantage on attack
rolls against any creature that hasn’t taken a turn. Any hit Ghald scores against a
surprised creature is a critical hit."} {:name "Limited
Amphibiousness", :description "Ghald can breathe air and water, but he needs to be
submerged at least once every 4 hours to avoid suffocating."} {:name "Shark
Telepathy", :description "Ghald can magically command any shark within 120 feet of
him, using a limited telepathy."} {:name "Sneak Attack", :description "Ghald deals
an extra 14 (4d6) damage when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of an ally of
Ghald’s that isn’t incapacitated and Ghald doesn’t have disadvantage on the attack
roll"} {:type :action, :name "Multiattack", :description "Ghald makes three
attacks, one with his bite and two with his shortswords."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 9 (2d4 + 4) piercing damage."} {:type :action, :name
"Shortsword", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage."} {:type :action, :name
"Garrote", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or
Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4 +
4) bludgeoning damage, and the target is grappled (escape DC 15). Until the
grapple ends, the target can’t breathe, and Ghald has advantage on attack rolls
against it."}]}, :howling-hatred-priest {:key :howling-hatred-priest, :int
14, :speed "30 ft.", :name "Howling Hatred Priest", :alignment "neutral evil", :cha
14, :hit-points {:die-count 10, :die 8}, :type :humanoid, :size :medium, :option-
pack "Princes of the Apocalypse", :armor-class 15, :skills {:acrobatics
5, :intimidation 4, :religion 4}, :str 12, :challenge 2, :con 10, :dex 16, :wis 10,
:props {:language {:auran true, :common true}}, :traits [{:name "Hold
Breath", :description "The priest can hold its breath for 30 minutes."} {:name
"Spellcasting", :description "The priest is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).
It knows the following sorcerer spells:\nCantrips (at will): blade ward, gust,
light, prestidigitation, shocking grasp\n1st level (4 slots): featherfall, shield,
witch bolt \n2nd level (3 slots): dust devil, gust of wind \n3rd level (2
slots): gaseous form"} {:type :action, :name "Multiattack", :description "The
priest makes two melee attacks or two ranged attacks."} {:type :action, :name
"Scimitar", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage."} {:type :action, :name "Dagger", :description
"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage."}]}, :crushing-wave-reaver
{:key :crushing-wave-reaver, :int 10, :speed "30 ft.", :name "Crushing Wave
Reaver", :alignment "neutral evil", :cha 8, :hit-points {:die-count 4, :die
8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 14, :skills {:athletics 4, :stealth 4}, :str
15, :challenge 0.5, :con 13, :dex 14, :wis 11, :props {:language {:common
true}}, :traits [{:type :action, :name "Sharktoothed Longsword", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage, or 7 (1d10 + 2) slashing damage if used with two hands. Against a target
is wearing no armor, the reaver deals an extra die of damage with this sword."}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage."}]}, :dark-tide-knight {:key :dark-tide-knight, :int 10, :speed "30
ft.", :name "Dark Tide Knight", :alignment "lawful good", :cha 11, :hit-points
{:die-count 9, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack
"Princes of the Apocalypse", :armor-class 13, :skills {:athletics 7, :stealth
7}, :str 17, :challenge 3, :con 14, :dex 16, :wis 11, :props {:language {:common
true}}, :traits [{:name "Bonded Mount", :description "The knight is magically bound
to a beast with an innate swimming speed trained to serve as its mount. While
mounted on this beast, the knight gains the beast’s senses and ability to breathe
underwater. The bonded mount obeys the knight’s commands. If its mount dies, the
knight can train a new beast to serve as its bonded mount, a process requiring a
month."} {:name "Sneak Attack", :description "The knight deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of the knight that isn’t
incapacitated and the knight doesn’t have disadvantage on the attack roll."} {:name
"Reaction: Uncanny Dodge", :description "When an attacker the knight can see hits
it with an attack, the knight can halve the damage against it."}
{:type :action, :name "Multiattack", :description "The knight makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}
{:type :action, :name "Lance", :description "Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 9 (1d12 + 3) piercing damage."}]}, :burrowshark
{:key :burrowshark, :int 10, :speed "30 ft.", :name "Burrowshark", :alignment
"neutral evil", :cha 13, :hit-points {:die-count 11, :die 8, :modifier
33}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 18, :skills {:animal-handling 2, :athletics
6, :intimidation 3, :perception 2}, :str 18, :challenge
4, :con 16, :dex 12, :wis 11, :props {:language {:common true}}, :traits [{:name
"Bond of the Black Earth", :description "The burrowshark is magically bound to a
bulette trained to serve as its mount. While mounted on its bulette, the
burrowshark shares the bulette’s senses and can ride the bulette while it burrows.
The bonded bulette obeys the burrowshark’s commands. If its mount dies, the
burrowshark can train a new bulette to serve as its bonded mount, a process
requiring a month."} {:name "Reaction: Unyielding", :description "When the
burrowshark is subjected to an effect that would move it, knock it prone, or both,
it can use its reaction to be neither moved nor knocked prone."}
{:type :action, :name "Multiattack", :description "The burrowshark makes three
melee attacks."} {:type :action, :name "Spear", :description "Melee or Ranged
Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a
melee attack."}]}, :air-elemental-myrmidon {:key :air-elemental-myrmidon, :int
9, :speed "30 ft., fly 30 ft. (hover) ", :name "Air Elemental Myrmidon", :damage-
immunities "poison", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count
18, :modifier 36}, :type :elemental, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 18, :str 18, :challenge 7, :con 14, :dex 14, :condition-
immunities "paralyzed, petrified, poisoned, prone", :wis 10, :languages "auran, one
language of its creators choice", :disabled? true, :props {:condition-immunity
{:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity
{:poison true}, :damage-resistance {:bludgeoning true, :lightning true, :piercing
true, :slashing true, :thunder true}, :language {:auran true, :one-language-of-its-
creators-choice true}}, :traits [{:description "The myrmidon's weapon attacks are
magical. ", :name "Magic Weapons"} {:description "The myrmidon makes three flail
attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ", :name
"Flail", :type :action} {:description "The myrmidon makes one flail attack. On a
hit, the target takes an extra 18 (4d8) lightning damage, and the target must
succeed on a DC 13 Constitution saving throw or be stunned until the end of the
myrmidon's next turn. ", :name "Lightning Strike (Recharge
6)", :type :action}]}, :hellenrae {:key :hellenrae, :int 10, :speed "50 ft.", :name
"Hellenrae", :alignment "lawful evil", :cha 13, :hit-points {:die-count 12, :die 8,
:modifier 24}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 16, :skills {:acrobatics 7, :athletics 4, :insight
5, :perception 5}, :str 13, :challenge 5, :con 14, :dex 18, :wis 15, :props
{:language {:common true, :terran true}, :damage-immunity {:poison
true}, :condition-immunity {:blinded true, :poisoned true}}, :traits [{:name
"Evasion", :description "If Hellenrae is subjected to an effect that allows her to
make a Dexterity saving throw to take only half damage, she instead takes no damage
if she succeeds on the saving throw, and only half damage if she fails."} {:name
"Stunning Strike (Recharge 5-6)", :description "When Hellenrae hits a target with a
melee weapon attack, the target must succeed on a DC 13 Constitution saving throw
or be stunned until the end of Hellenrae’s next turn."} {:name "Unarmored Defense",
:description "While Hellenrae is wearing no armor and wielding no shield, her AC
includes her Wisdom modifier."} {:name "Unarmored Movement", :description "While
Hellenrae is wearing no armor and wielding no shield, her speed increases by 20
feet (included in her speed)."} {:name "Reaction: Parry and Counter", :description
"Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would
hit her. To do so, she must be able to sense the attacker with her blindsight. If
the attack misses, Hellenrae can make one melee attack against the attacker if it
is within her reach."} {:type :action, :name "Multiattack", :description "Hellenrae
makes three melee attacks."} {:type :action, :name "Unarmed Strike", :description
"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4)
bludgeoning damage."}]}, :vanifer {:key :vanifer, :int 12, :speed "30 ft.", :name
"Vanifer", :alignment "neutral evil", :cha 19, :hit-points {:die-count 15, :die
8, :modifier 45}, :type :humanoid, :size :medium, :option-pack "Princes of the
Apocalypse", :armor-class 15, :skills {:arcana 5, :deception 8, :performance
8}, :str 11, :challenge 9, :con 17, :dex 16, :wis 13, :props {:language {:common
true, :ignan true, :infernal true}, :damage-immunity {:fire true}}, :traits [{:name
"Funeral Pyre", :description "When Vanifer drops to 0 hit points, her body is
consumed in a flash of fire and smoke. Anything she was wearing or carrying is left
behind among ashes."} {:name "Legendary Resistance (2/Day)", :description "If
Vanifer fails a saving throw, she can choose to succeed instead."} {:name
"Spellcasting", :description "Vanifer is a 10th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
Vanifer knows the following sorcerer spells:Cantrips (at will): chill touch, fire
bolt, friends, mage hand, message, produce flame, thaumaturgy 1st level (4 slots):
burning hands, chromatic orb, hellish rebuke, shield\n2nd level (3 slots):
darkness, detect thoughts, misty step, scorching ray\n3rd level (3 slots):
counterspell, fireball, hypnotic pattern\n4th level (3 slots): wall of fire\n5th
level (2 slots): dominate person"} {:type :action, :name
"Multiattack", :description "Vanifer makes two attacks."} {:type :action, :name
"Tinderstrike", :description "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) fire
damage."}]}, :imix {:legendary-actions {:description "Imix can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. Imix regains spent
legendary actions at the start of his turn."}, :key :imix, :int 15, :speed "50 ft.,
fly 50 ft.", :name "Imix", :alignment "neutral evil", :cha 23, :hit-points {:die-
count 26, :die 12, :modifier 156}, :type :elemental, :size :huge, :option-pack
"Princes of the Apocalypse", :armor-class 16, :str 19, :saving-throws {:dex
14, :con 13, :cha 13}, :challenge 19, :con 22, :dex 24, :wis 16, :props {:language
{:common true, :ignan true}, :damage-resistance {:bludgeoning true, :piercing true,
:slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity
{:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true,
:prone true, :restrained true}}, :traits [{:name "Empowered Attacks", :description
"Imix’s slam attacks are treated as magical for the purpose of bypassing resistance
and immunity to nonmagical weapons."} {:name "Fire Aura", :description "At the
start of each of Imix’s turns, each creature within 10 feet of him takes 17 (5d6)
fire damage, and flammable objects in the aura that aren’t being worn or carried
ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him
with a melee attack while within 10 feet of him, and a creature takes that damage
the first time on a turn that Imix moves into its space. Nonmagical weapons that
hit Imix are destroyed by fire immediately after dealing damage to him"} {:name
"Fire Form", :description "Imix can enter a hostile creature's space and stop
there. He can move through a space as narrow as 1 inch without squeezing if fire
could pass through that space."} {:name "Illumination", :description "Imix sheds
bright light in a 60-foot radius and dim light for an additional 60 feet."} {:name
"Legendary Resistance (3/Day)", :description "Imix fails a saving throw, he can
choose to succeed instead."} {:name "Innate Spellcasting", :description "Imix’s
innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell
attacks). He can innately cast the following spells, requiring no material
components:\nAt will: fireball, wall of fire\n3/day each: fire storm, haste,
teleport"} {:name "Magic Resistance", :description "Imix has advantage on saving
throws against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "Imix makes two slam attacks or two flame blast
attacks."} {:type :action, :name "Slam", :description "Melee Weapon Attack: +12 to
hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6)
fire damage."} {:type :action, :name "Flame Blast", :description "Ranged Spell
Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage."} {:type
:action, :name "Summon Elementals (1/Day)", :description "Imix summons up to three
fire elementals and loses 30 hit points for each elemental he summons. Summoned
elementals have maximum hit points, appear within 100 feet of Imix, and disappear
if Imix is reduced to 0 hit points."} {:type :legendary-action, :name "Heat
Wave", :description "Imix creates a blast of heat within 300 feet of himself. Each
creature in the area in physical contact with metal objects (for example, carrying
metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in
the area that isn’t resistant or immune to fire damage must make a DC 21
Constitution saving throw or gain one level of exhaustion."} {:type :legendary-
action, :name "Teleport (Costs 2 Actions)", :description "Imix magically teleports
up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or
carrying isn’t teleported with him."} {:type :legendary-action, :name "Combustion
(Costs 3 Actions)", :description "Imix causes one creature
he can see within 30 feet of him to burst into flames. The target must make a DC
21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire
damage and catches fire. A target on fire takes 10 (3d6) fire damage when it
starts its turn, and remains on fire until it or another creature takes an action
to douse the flames. On a successful save, the target takes half as much damage and
doesn’t catch fire."}]}}, :orcpub.dnd.e5/languages {}}, "UA - Class Feature
Variants (Warlock Invocations and Pact)" {:orcpub.dnd.e5/invocations {:eldritch-
mind-prerequisite-pact-of-the-tome- {:option-pack "UA - Class Feature Variants
(Warlock Invocations and Pact)", :name "Eldritch Mind (Prerequisite: Pact of the
Tome)", :description "You have advantage on Constitution saving throws that you
make to maintain your concentration on a spell.", :key :eldritch-mind-prerequisite-
pact-of-the-tome-}, :eldritch-armor-prerequisite-pact-of-the-blade- {:option-pack
"UA - Class Feature Variants (Warlock Invocations and Pact)", :name "Eldritch Armor
(Prerequisite: Pact of the Blade)", :description "As an action, you can touch a
suit of armor that isn't being worn or carried by anyone and instantly don it,
provided you aren't wearing armor already. You are proficient with this suit of
armor until it's removed.", :key :eldritch-armor-prerequisite-pact-of-the-
blade-}, :bond-of-the-talisman-prerequisite-12th-level-pact-of-the-talisman-
{:option-pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name
"Bond of the Talisman (Prerequisite: 12th level, Pact of the
Talisman)", :description "While someone else is wearing your talisman, you can use
your action to teleport to the unoccupied space closest to them, provided the two
of you are on the same plane of existence. The wearer of your talisman can do the
same thing, using their action to teleport to you.", :key :bond-of-the-talisman-
prerequisite-12th-level-pact-of-the-talisman-}, :gift-of-the-protectors-
prerequisite-9th-level-pact-of-the-tome- {:option-pack "UA - Class Feature Variants
(Warlock Invocations and Pact)", :name "Gift of the Protectors (Prerequisite: 9th
level, Pact of the Tome)", :description "A new page appears in your Book of
Shadows. With your permission, a creature can use its action to write its name on
that page, which can contain a number of names equal to your Charisma modifier
(minimum of 1).\n When any creature whose name is on the page is reduced to 0 hit
points but not killed outright, the creature magically drops to 1 hit point
instead. Once this magic is triggered, no creature can benefit from it until you
finish a long rest.\n As an action, you can magically erase a name on the page by
touching the name on it.", :key :gift-of-the-protectors-prerequisite-9th-level-
pact-of-the-tome-}, :far-scribe-prerequisite-5th-level-pact-of-the-tome- {:option-
pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name "Far
Scribe (Prerequisite: 5th level, Pact of the Tome)", :description "A new page
appears in your Book of Shadows. With your permission, a creature can use its
action to write its name on that page, which can contain a number of names equal to
your Charisma modifier (minimum of 1).\n You can cast the sending spell,
targeting a creature whose name is on the page, without using a spell slot and
without using material components. To do so, you must write the message on the
page. The target hears the message in their mind, and if the target replies, their
message appears on the page, rather than in your mind. The writing disappears after
1 minute.\n As an action, you can magically erase a name on the page by touching
the name on it.", :key :far-scribe-prerequisite-5th-level-pact-of-the-
tome-}, :investment-of-the-chain-master-prerequisite-pact-of-the-chain- {:option-
pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name
"Investment of the Chain Master (Prerequisite: Pact of the Chain)", :description
"When you cast find familiar, you infuse the summoned familiar with a measure of
your eldritch power, granting the creature the following benefits:\n • The
familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.\
n • The familiar no longer needs to breathe.\n • The familiar's weapon attacks
are considered magical for the purpose of overcoming immunity and resistance to
nonmagical attacks.\n • If the familiar forces a creature to make a saving throw,
it uses your spell save DC.", :key :investment-of-the-chain-master-prerequisite-
pact-of-the-chain-}, :rebuke-of-the-talisman-prerequisite-pact-of-the-talisman-
{:option-pack "UA - Class Feature Variants (Warlock Invocations and
Pact)", :description "When the wearer of your talisman is hit by an attacker you
can see within 30 feet of you, you can use your reaction to deal psychic damage to
the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up
to 10 feet away from the talisman's wearer.", :name "Rebuke of the Talisman
(Prerequisite: Pact of the Talisman)", :key :rebuke-of-the-talisman-prerequisite-
pact-of-the-talisman-}, :chain-master-s-fury-prerequisite-9th-level-pact-of-the-
chain- {:option-pack "UA - Class Feature Variants (Warlock Invocations and
Pact)", :name "Chain Master's Fury (Prerequisite: 9th level, Pact of the
Chain)", :description "As a bonus action, you can command your familiar to make one
attack.", :key :chain-master-s-fury-prerequisite-9th-level-pact-of-the-
chain-}, :protection-of-the-talisman-prerequisite-9th-level-pact-of-the-talisman-
{:option-pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name
"Protection of the Talisman (Prerequisite: 9th level, Pact of the
Talisman)", :description "When the wearer of your talisman makes a saving throw in
which they lack proficiency, they can add a d4 to the roll.", :key :protection-of-
the-talisman-prerequisite-9th-level-pact-of-the-talisman-}}, :orcpub.dnd.e5/boons
{:pact-of-the-talisman {:option-pack "UA - Class Feature Variants (Warlock
Invocations and Pact)", :name "Pact of the Talisman", :description "Your patron
gives you a special amulet, a talisman that can aid you, or anyone else who wears
it, when the need is great. When the wearer makes an ability check with a skill in
which they lack proficiency, they can add a d4 to the roll.\n If you lose the
talisman, you can perform a 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short or long rest, and it destroys
the previous amulet.\n The talisman turns to ash when you die.", :key :pact-of-
the-talisman}}}, "UA - Warlock and Wizard" {:orcpub.dnd.e5/subclasses {:the-raven-
queen {:class :warlock, :traits [{:name "Sentinel Raven", :description "You gain
the service of\ta spirit sent by the Raven Queen to watch over you. The\tspirit
assumes the form\tand game statistics of a raven,\tand it always obeys your
commands, which you can give telepathically while it is within 100 feet of you.\n
While the raven is perched on your shoulder, you gain darkvision with a range of 30
feet and a bonus to your passive Wisdom (Perception) score and to Wisdom
(Perception) checks. The bonus equals your Charisma modifier. While perched on your
shoulder, the raven can't be targeted by any attack or other harmful effect; only
you can cast spells on it; it can't take damage; and it is incapacitated.\n You
can see through the raven's eyes and hear what it hears while it is within 100 feet
of you.\n In combat, you roll initiative for the raven and control how it acts.
If it is slain by a creature, you gain advantage on all attack rolls against the
killer for the next 24 hours.\n The raven doesn't require sleep. While it is
within 100 feet of you, it can awaken you from sleep as a bonus action.\n The
raven vanishes when it dies, if you die, or if the two of you are separated by more
than 5 miles.\n At the end of a short or long rest, you can call the raven back
to you—no matter where it is or whether it died—and it reappears within 5 feet of
you."} {:name "Soul of the Raven ", :description "At 6th level, you gain the
ability to merge with your raven spirit. As a bonus action when your raven is
perched on your shoulder, your body merges with your raven's form. While merged,
you become Tiny, you replace your speed with the raven's, and you can use your
action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you
gain the benefits of your raven being perched on your shoulder. As an action, you
and the raven return to normal.", :level 6} {:name "Raven's Shield", :description
"At 10th level, the Raven Queen grants you a protective blessing. You gain
advantage on death saving throws, immunity to the frightened condition, and
resistance to necrotic damage.", :level 10} {:level 14, :description "You can
channel the Raven Queen's power to slay a creature. You can cast finger of death.
After you cast the spell with this feature, you can't do so again until you finish
a long rest.", :name "Queen's Right Hand"}], :level-modifiers [{:type :damage-
resistance, :level 10, :value :necrotic} {:type :spell, :level 14, :value {:level
7, :key :finger-of-death, :ability :orcpub.dnd.e5.character/cha}}], :option-pack
"UA - Warlock and Wizard", :warlock-spells {1 {0 :false-life, 1 :sanctuary}, 2
{0 :silence, 1 :spiritual-weapon}, 3 {0 :feign-death, 1 :speak-with-dead}, 4
{0 :ice-storm, 1 :locate-creature}, 5 {0 :commune, 1 :cone-of-cold}}, :name "The
Raven Queen", :key :the-raven-queen, :level-selections []}, :lore-mastery
{:class :wizard, :key :lore-mastery, :level-modifiers [], :name "Lore
Mastery", :option-pack "UA - Warlock and Wizard", :traits [{:description "At 2nd
level, you master the first in a series of arcane secrets uncovered by your
extensive studies.\n When you cast a spell with a spell slot and the spell deals
acid, cold, fire,
force, lightning, necrotic, radiant, or thunder damage, you can substitute that
damage type with one other type from that list (you can change only one damage type
per casting of a spell). You replace one energy type for another by altering the
spell's formula as you cast it.\n When you cast a spell with a spell slot and the
spell requires a saving throw, you can change the saving throw from one ability
score to another of your choice. Once you change a saving throw in this way, you
can't do so again until you finish a short or long rest.", :level 2, :name "Spell
Secrets"} {:description "At 6th level, you learn to augment spells in a variety of
ways. When you cast a spell with a spell slot, you can expend one additional spell
slot to augment its effects for this casting, mixing the raw stuff of magic into
your spell to amplify it. The effect depends on the spell slot you expend.\n An
additional 1st-level spell slot can increase the spell's raw force. If you roll
damage for the spell when you cast it, increase the damage against every target by
2d10 force damage. If the spell can deal damage on more than one turn, it deals
this extra force damage only on the turn you cast the spell.\n An additional 2nd-
level spell slot can increase the spell's range. If the spell's range is at least
30 feet, it becomes 1 mile.\n An additional 3rd-level spell slot can increase the
spell's potency. Increase the spell's save DC by 2.", :level 6, :name "Alchemical
Casting"} {:description "At 10th level, you have attained a greater mastery of
spell preparation. As a bonus action, you can replace one spell you have prepared
with another spell from your spellbook. You can't use this feature again until you
finish a short or long rest.", :level 10, :name "Prodigious Memory"} {:description
"At 14th level, your knowledge of magic allows you to duplicate almost any spell.
As a bonus action, you can call to mind the ability to cast one spell of your
choice from any class's spell list. The spell must be of a level for which you have
spell slots, you mustn't have it prepared, and you follow the normal rules for
casting it, including expending a spell slot. If the spell isn't a wizard spell, it
counts as a wizard spell when you cast it. The ability to cast the spell vanishes
from your mind when you cast it or when the current turn ends.\n You can't use
this feature again until you finish a long rest.", :level 14, :name "Master of
Magic"} {:description "Starting at 2nd level, you become a compendium of knowledge
on a vast array of topics. Your proficiency bonus is doubled for any ability check
you make that uses the Arcana, History, Nature, or Religion skill if you are
proficient in that skill (use the Expertise section to check which of the skills
you are proficient with).\n In addition, your analytical abilities are so well-
honed that your initiative in combat can be driven by mental agility, rather than
physical agility. When you roll initiative, it is either an Intelligence check or a
Dexterity check for you (your choice).", :name "Lore Master", :level 2}], :profs
{:skill-expertise-options {:choose 4, :options {:arcana true, :history
true, :nature true, :religion true}}}}}, :orcpub.dnd.e5/selections
{}, :orcpub.dnd.e5/invocations {:curse-bringer-requires-pact-of-the-blade-the-
hexblade-patron- {:option-pack "UA - Warlock and Wizard", :description "You can
create a greatsword forged from silver, with black runes etched into its blade,
using your Pact of the Blade feature. If you reduce a target cursed by your
Hexblade's Curse to 0 hit points with this sword, you can immediately change the
target of the curse to a different creature. This change doesn't extend the curse's
duration. When you hit a creature with this weapon, you can expend a spell slot to
deal an additional 2d8 slashing damage to the target per spell level, and you can
reduce the creature's speed to 0 feet until the end of your next turn.", :name
"Curse Bringer (Requires: Pact of the Blade, The Hexblade patron)", :key :curse-
bringer-requires-pact-of-the-blade-the-hexblade-patron-}, :moon-bow-requires-pact-
of-the-blade-the-archfey-patron- {:option-pack "UA - Warlock and
Wizard", :description "You can create a longbow using your Pact of the Blade
feature. When you draw back its string and fire, it creates an arrow of white wood,
which vanishes after 1 minute. You have advantage on attack rolls against
lycanthropes with the bow. When you hit a creature with it, you can expend a spell
slot to deal an additional 2d8 radiant damage to the target per spell
level.", :name "Moon Bow (Requires: Pact of the Blade, The Archfey
patron)", :key :moon-bow-requires-pact-of-the-blade-the-archfey-patron-}, :seekers-
speech-requires-the-seeker-patron- {:option-pack "UA - Warlock and
Wizard", :description "Your quest for knowledge allows you to master any spoken
language. When you complete a long rest, you can pick two languages. You gain the
ability to speak, read, and write the chosen languages until you finish your next
long rest.", :name "Seeker's Speech (Requires: The Seeker patron)", :key :seekers-
speech-requires-the-seeker-patron-}, :mace-of-dispater-requires-pact-of-the-blade-
the-fiend-patron- {:option-pack "UA - Warlock and Wizard", :description "When you
create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the
second of the Nine Hells. When you hit a creature with it, you can expend a spell
slot to deal an additional 2d8 force damage to the target per spell level, and you
can knock the target prone if it is Huge or smaller.", :name "Mace of Dispater
(Requires: Pact of the Blade, The Fiend patron)", :key :mace-of-dispater-requires-
pact-of-the-blade-the-fiend-patron-}, :aspect-of-the-moon-requires-the-archfey-
patron- {:option-pack "UA - Warlock and Wizard", :description "You have gained the
Maiden of the Moon's favor. You no longer need to sleep and can't be forced to
sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours
doing light activity, such as reading and keeping watch.", :name "Aspect of the
Moon (Requires: The Archfey patron)", :key :aspect-of-the-moon-requires-the-
archfey-patron-, :disabled? false}, :raven-queens-blessing-requires-the-raven-
queen-patron-eldritch-blast-cantrip- {:option-pack "UA - Warlock and
Wizard", :description "When you score a critical hit with your eldritch blast
cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen
creature can immediately expend a Hit Die to regain hit points equal to the roll +
the creature's Constitution modifier (minimum of 1 hit point).", :name "Raven
Queen's Blessing (Requires: The Raven Queen patron, Eldritch Blast
cantrip)", :key :raven-queens-blessing-requires-the-raven-queen-patron-eldritch-
blast-cantrip-}, :grasp-of-hadar-requires-the-great-old-one-patron-eldritch-blast-
cantrip- {:option-pack "UA - Warlock and Wizard", :description "Once during your
turn when you hit a creature with your eldritch blast cantrip, you can move that
creature in a straight line 10 feet closer to yourself.", :name "Grasp of Hadar
(Requires: The Great Old One patron, Eldritch Blast cantrip)", :key :grasp-of-
hadar-requires-the-great-old-one-patron-eldritch-blast-cantrip-, :disabled? false},
:sea-twins-gift-requires-the-archfey-patron- {:option-pack "UA - Warlock and
Wizard", :description "The Sea Twins rule seas in the Feywild. Their gift allows
you to travel through water with ease. You can breathe underwater, and you gain a
swimming speed equal to your walking speed. You can also cast water breathing using
a warlock spell slot. Once you cast it using this invocation, you can't do so again
until you finish a long rest", :name "Sea Twin's Gift (Requires: The Archfey
patron)", :key :sea-twins-gift-requires-the-archfey-patron-}, :gaze-of-khirad-
requires-7th-level-the-great-old-one-patron- {:option-pack "UA - Warlock and
Wizard", :description "You gain the piercing gaze of the blue star Khirad. As an
action, you can see through solid objects to a range of 30 feet until the end of
the current turn. During that time, you perceive objects as ghostly, transparent
images.\n", :name "Gaze of Khirad (Requires: 7th level, The Great Old One patron)",
:key :gaze-of-khirad-requires-7th-level-the-great-old-one-patron-}, :shroud-of-
ulban-requires-18th-level-the-great-old-one-patron- {:option-pack "UA - Warlock and
Wizard", :description "The blue-white star Ulban maintains a fickle presence among
the stars, fluttering into view only to herald a dire omen. As an action, you can
turn invisible for 1 minute. If you attack, deal damage, or force a creature to
make a saving throw, you become visible at the end of the current turn.", :name
"Shroud of Ulban (Requires: 18th level, the Great Old One patron)", :key :shroud-
of-ulban-requires-18th-level-the-great-old-one-patron-}, :tomb-of-levistus-
requires-the-fiend-patron- {:option-pack "UA - Warlock and Wizard", :description
"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. You also gain
vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All
of these effects end when the ice melts. \nOnce you use this invocation, you can't
use it again until you finish a short or long rest.", :name "Tomb of Levistus
(Requires: The Fiend patron)", :key :tomb-of-levistus-requires-the-fiend-
patron-, :disabled? false}, :burning-hex-requires-the-hexblade-patron- {:name
"Burning Hex (Requires: The Hexblade patron)", :option-pack "UA - Warlock and
Wizard", :description "As a bonus action, you cause a target cursed by your
Hexblade's Curse to take fire damage equal to your Charisma modifier (minimum of
1).", :key :burning-hex-requires-the-hexblade-patron-}, :path-of-the-seeker-
requires-the-seeker-patron-
{:option-pack "UA - Warlock and Wizard", :description "The Seeker bids you to
travel in search of knowledge, and little can prevent you from walking this path.
You ignore difficult terrain, have advantage on all checks to escape a grapple,
manacles, or rope bindings, and advantage on saving throws against being
paralyzed.", :name "Path of The Seeker (Requires: The Seeker patron)", :key :path-
of-the-seeker-requires-the-seeker-patron-}, :chilling-hex-requires-the-hexblade-
patron- {:name "Chilling Hex (Requires: The Hexblade patron)", :option-pack "UA -
Warlock and Wizard", :description "As a bonus action, you cause frost to swirl
around a target cursed by your Hexblade's Curse, dealing cold damage to each of
your enemies within 5 feet of the target. The cold damage equals your Charisma
modifier (minimum of 1).", :key :chilling-hex-requires-the-hexblade-
patron-}, :chronicle-of-the-raven-queen-requires-pact-of-the-tome-the-raven-queen-
patron- {:name "Chronicle of the Raven Queen (Requires: Pact of the Tome, The Raven
Queen patron)", :option-pack "UA - Warlock and Wizard", :description "You can place
a corpse's hand or similar appendage on your Book of Shadows and ask one question
aloud. After 1 minute, the answer appears written in blood in your book. The answer
is provided by the dead creature's spirit to the best of its knowledge and is
translated into a language of your choice. You must use this ability within 1
minute of a creature's death, and a given creature can only be asked one question
in this manner.", :key :chronicle-of-the-raven-queen-requires-pact-of-the-tome-the-
raven-queen-patron-}, :green-lords-gift-requires-the-archfey-patron- {:option-pack
"UA - Warlock and Wizard", :description "The Green Lord oversees a verdant realm of
everlasting summer. Your soul is linked to his power. Whenever you regain hit
points, you treat any dice rolled to determine the hit points you regain as having
rolled their maximum value.", :name "Green Lord's Gift (Requires: The Archfey
patron)", :key :green-lords-gift-requires-the-archfey-patron-}, :cloak-of-
baalzebul-requires-the-fiend-patron- {:name "Cloak of Baalzebul (Requires: The
Fiend patron)", :option-pack "UA - Warlock and Wizard", :description "As a bonus
action, you can conjure a swarm of buzzing flies around you. The swarm grants you
advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma
checks. In addition, a creature that starts its turn within 5 feet of you takes
poison damage equal to your Charisma modifier. You can dismiss the swarm with
another bonus action.", :key :cloak-of-baalzebul-requires-the-fiend-
patron-}, :superior-pact-weapon-requires-9th-level-pact-of-the-blade- {:option-pack
"UA - Warlock and Wizard", :description "Any weapon you create using your Pact of
the Blade feature is a +2 weapon. This invocation doesn't affect a magic weapon you
transformed into your pact weapon.", :name "Superior Pact Weapon (Requires: 9th
level, Pact of the Blade)", :key :superior-pact-weapon-requires-9th-level-pact-of-
the-blade-}, :kiss-of-mephistopheles-requires-5th-level-the-fiend-patron-eldritch-
blast-cantrip- {:option-pack "UA - Warlock and Wizard", :description "You can
channel the fires of Mephistopheles through your eldritch blast. When you hit a
creature with that cantrip, you can cast fireball as a bonus action using a warlock
spell slot. However, the spell must be centered on a creature you hit with eldritch
blast.", :name "Kiss of Mephistopheles (Requires: 5th level, The Fiend patron,
Eldritch Blast cantrip)", :key :kiss-of-mephistopheles-requires-5th-level-the-
fiend-patron-eldritch-blast-cantrip-}, :ultimate-pact-weapon-requires-15th-level-
pact-of-the-blade- {:option-pack "UA - Warlock and Wizard", :description "Any
weapon you create using your Pact of the Blade feature is a +3 weapon. This
invocation doesn't affect a magic weapon you transformed into your pact
weapon.", :name "Ultimate Pact Weapon (Requires: 15th level, Pact of the
Blade)", :key :ultimate-pact-weapon-requires-15th-level-pact-of-the-
blade-}, :improved-pact-weapon-requires-5th-level-pact-of-the-blade- {:option-pack
"UA - Warlock and Wizard", :description "Any weapon you create using your Pact of
the Blade feature is a +1 weapon. This invocation doesn't affect a magic weapon you
transformed into your pact weapon.", :name "Improved Pact Weapon (Requires: 5th
level, Pact of the Blade)", :key :improved-pact-weapon-requires-5th-level-pact-of-
the-blade-, :disabled? false}, :relentless-hex-requires-5th-level-the-hexblade-
patron- {:option-pack "UA - Warlock and Wizard", :description "Your Hexblade's
Curse creates a temporary bond between you and your target. As a bonus action, you
can magically teleport to a space you can see within 5 feet of the target cursed by
your Hexblade's Curse. To do so, you must be able to see the target and must be
within 30 feet of it.", :name "Relentless Hex (Requires: 5th level, the Hexblade
patron)", :key :relentless-hex-requires-5th-level-the-hexblade-patron-, :disabled?
false}, :frost-lance-requires-the-archfey-patron-eldritch-blast-cantrip- {:option-
pack "UA - Warlock and Wizard", :description "You draw on the gifts of the Prince
of Frost to trap your enemies in ice. When you hit a creature with your eldritch
blast cantrip one or more times on your turn, you can reduce that creature's speed
by 10 feet until the end of your next turn.", :name "Frost Lance (Requires: The
Archfey patron, Eldritch Blast cantrip)", :key :frost-lance-requires-the-archfey-
patron-eldritch-blast-cantrip-}, :claw-of-acamar-requires-pact-of-the-blade-the-
great-old-one-patron- {:option-pack "UA - Warlock and Wizard", :description "You
can create a black, lead flail using your Pact of the Blade feature. The flail's
head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach
property. When you hit a creature with it, you can expend a spell slot to deal an
additional 2d8 necrotic damage to the target per spell level, and you can reduce
the creature's speed to 0 feet until the end of your next turn.", :name "Claw of
Acamar (Requires: Pact of the Blade, The Great Old One patron)", :key :claw-of-
acamar-requires-pact-of-the-blade-the-great-old-one-patron-}, :caiphon-s-beacon-
requires-the-great-old-one-patron- {:name "Caiphon's Beacon (Requires: The Great
Old One patron)", :option-pack "UA - Warlock and Wizard", :description "The purple
star Caiphon is the doom of inexperienced mariners. Those who use its deceptive
light to guide their travels invariably come to ruin. You gain proficiency in the
Deception and Stealth skills, and you have advantage on attack rolls against
charmed creatures.", :key :caiphon-s-beacon-requires-the-great-old-one-patron-}}},
"Adventurers League - Tomb of Annihilation" {:orcpub.dnd.e5/backgrounds
{:anthropologist {:traits [{:name "Adept Linguist", :description "You can
communicate with humanoids who don't speak any language you know. You must observe
the humanoids interacting with one another for at least 1 day, after which you
learn a handful of important words, expressions, and gestures - enough to
communicate on a rudimentary level."}], :option-pack "Tomb of Annihilation", :name
"Anthropologist", :profs {:skill {:insight true, :religion true}, :language-options
{:choose 2, :options {:any true}}}, :equipment {:ink 1, :ink-pen 1, :clothes-
traveler-s 1, :book 1, :bottle-glass 1, :pouch 1}, :treasure {:gp
10}, :key :anthropologist, :help "Before becoming an adventurer, you spent much of
your adult life away from your homeland, living among people different from your
kin. You came to understand these foreign cultures and the ways of their people.\
nFeature: Adept Linguist"}, :archaeologist {:key :archaeologist, :name
"Archaeologist", :equipment {:case-map-or-scroll 1, :lantern-bullseye 1, :pick-
miner-s 1, :clothes-traveler-s 1, :shovel 1, :tent-two-person 1, :pouch
1}, :treasure {:gp 25}, :equipment-choices (), :option-pack "Tomb of Annihilation",
:help "Prior to becoming an adventurer, you spent most of your young life crawling
around in the dust, pilfering relics of questionable value from crypts and ruins.\
nFeature: Historical Knowledge", :profs {:skill {:survival true, :history
true}, :language-options {:choose 1, :options {:any true}}, :tool-options
{}}, :traits [{:name "Tool Proficiencies", :description "You are proficient with
either cartographer's tools or navigator's tools. Enter this manually."} {:name
"Historical Knowledge", :description "When you enter a ruin or dungeon, you can
correctly ascertain its original purpose and determine its builders, whether those
were dwarves, elves, humans, yuan-ti,or some other known race. In addition, you can
determine the monetary value of art objects more than a century
old."}]}}, :disabled? false}, "Default Option Source" {}, "UA - Subclasses, Part 4"
{:orcpub.dnd.e5/subclasses {:college-of-spirits {:class :bard, :traits [{:name
"Guiding Whispers", :description "You can reach out to spirits to guide you and
others. You learn the guidance cantrip, which doesn't count against the number of
bard cantrips you know. For you, it has a range of 60 feet when you cast
it.", :level 3} {:description "Your practice of contacting spirits can employ
special tools. You can use the following objects as a spellcasting focus for your
bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a
skull.\n At 6th level, when you cast a bard spell that deals damage or restores
hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll
of the spell equal to the number rolled.", :name "Spiritual Focus", :level 3}
{:description "You reach out to spirits who tell their tales through you. While you
are holding your Spiritual Focus, you can use a bonus action to expend one use of
your Bardic Inspiration and roll on the Spirits' Tales table using your Bardic
Inspiration
die to determine the tale told. You retain the tale in mind until you bestow the
tale's effect or you finish a short or long rest.\n You can use an action to
choose one creature you can see within 30 feet of you (this can be you) to be the
target of the tale's effect. Once you do so, you can't bestow the tale's effect
again until you roll it again.\n You can retain only one of these tales in mind
at a time, and rolling on the Spirits' Tales table immediately ends the effect of
the previous tale.\n If the tale requires a saving throw, the DC equals your
spell save DC.\n\nNote: Spirits' Tales have been built as a Selection. Choose the
selection that corresponds to the number you rolled.", :name "Tales from
Beyond", :level 6, :type :b-action} {:level 6, :description "You can channel
spirits to gain insights into magic. You can conduct an hour-long ritual channeling
spirits (which can be done during a short or long rest) using your Spiritual Focus.
You can conduct the ritual with a number of creatures equal to your proficiency
bonus (including yourself). At the end of the ritual, you temporarily learn one
spell of your choice from any class.\n The spell you choose must be of a level
equal to the number of creatures that conducted the ritual or less, the spell must
of a level you can cast, and it must be in the school of divination or necromancy.
The chosen spell counts as a bard spell for you but doesn't count against the
number of bard spells you know.\n Once you perform the ritual, you can't do so
again until you start a long rest, and you know the chosen spell until you start a
long rest.", :name "Spirit Session"} {:name "Mystical Connection", :description
"Your connection to spirits has become semi-permanent. Whenever you use your Tales
from Beyond feature, you can roll a d6 and use it instead of expending a Bardic
Inspiration die. You still use your Bardic Inspiration die for the tale's effect,
without expending it.", :level 14}], :level-modifiers [{:type :spell, :value
{:key :guidance, :ability :orcpub.dnd.e5.character/cha}, :level 3}], :option-pack
"UA - Subclasses, Part 4", :name "College of Spirits", :key :college-of-
spirits, :level-selections [{:type :spirits-tales, :level 3}]}, :the-undead {:class
:warlock, :traits [{:name "Form of Dread", :description "You manifest an aspect of
your patron's dreadful power. As a bonus action, you transform for 1 minute. You
gain the following benefits while transformed:\n • You gain temporary hit points
equal to 1d10 + your warlock level.\n • Once during each of your turns, when you
hit a creature with an attack, you can force it to make a Wisdom saving throw, and
if the saving throw fails, the target is frightened of you until the end of your
next turn.\n • You are immune to the frightened condition.\n You can transform
a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.\n The appearance of your Form of Dread reflects some
aspect of your patron. For example, your form could be a shroud of shadows forming
the crown and robes of your lich patron, or your face might transform into bat-like
features due to your vampire patron.", :type :b-action} {:name "Grave
Touched", :level 6, :description "Your patron's powers have a profound effect on
your body and magic. You don't need to eat, drink, or breathe.\n In addition,
when you hit a creature with an attack and roll damage against the creature, you
can replace the damage type with necrotic damage. While you are using your Form of
Dread, you can roll one additional damage die when determining the necrotic damage
the target takes."} {:level 10, :name "Mortal Husk", :description "Your connection
to undeath and necrotic energy now saturates your body. You have resistance to
necrotic damage. If you are transformed using your Form of Dread, you instead
become immune to necrotic damage.\n In addition, when you are reduced to 0 hit
points, you can cause your body to explode. Each creature within 30 feet of you
takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1
hit point in your previous space, along with your gear, and you gain 1 level of
exhaustion. Once you revive this way, you can't do so again until you finish 1d4
long rests."} {:name "Spirit Projection", :description "Your body is now simply a
vessel for your spirit. As an action, you can project your spirit from your body.
The body you leave behind is unconscious and in a state of suspended animation.\n
Your spirit can remain outside your body for up to 1 hour or until your
concentration is broken (as if concentrating on a spell). When your projection
ends, your spirit returns to your body or your body magically teleports to your
spirit's space (your choice).\n While projecting your spirit, you gain the
following benefits:\n • Your spirit and body gain resistance to bludgeoning,
piercing, and slashing damage.\n • When you cast a spell of the conjuration or
necromancy school, the spell doesn't require verbal, somatic, or material
components that lack a gold cost.\n • You have a flying speed equal to your
walking speed and can hover. You can move through creatures and objects as if they
were difficult terrain, but you take 1d10 force damage if you end your turn inside
a creature or an object.\n • While you are using your Form of Dread, once during
each of your turns when you deal necrotic damage to a creature, you regain hit
points equal to half the amount of necrotic damage dealt.\n Once you use this
feature, you can't do so again until you finish a long rest. ", :level
14, :type :action}], :level-modifiers [{:type :damage-resistance, :value :necrotic,
:level 10}], :option-pack "UA - Subclasses, Part 4", :name "The Undead", :warlock-
spells {1 {0 :bane, 1 :false-life}, 2 {0 :blindness-deafness, 1 :phantasmal-force},
3 {0 :speak-with-dead, 1 :phantom-steed}, 4 {0 :death-ward, 1 :greater-
invisibility}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :the-
undead}}, :orcpub.dnd.e5/selections {:spirits-tales {:options [{:name "One -
Beast", :description "You recite the tale of a clever animal. For 1 minute, the
target has advantage on Wisdom (Perception) checks and advantage on attack rolls
against a creature if another enemy is within 5 feet of it, and that enemy isn't
incapacitated."} {:name "Two - Warrior", :description "You recount the story of a
renowned duelist. Make a melee spell attack against the target as an attacking
spectral warrior briefly appears in an unoccupied space within 5 feet of the target
before vanishing. On a hit, the target takes force damage equal to two rolls of
your Bardic Inspiration die + your Charisma modifier."} {:name "Three -
Friends", :description "You recite the tale of friends who found each other in the
afterlife. The target and another creature of its choice it can see within 5 feet
of it regains hit points equal to a roll of your Bardic Inspiration die + your
Charisma modifier."} {:name "Four - Runaway", :description "You tell the tale of an
adventurer that could escape any confinement. The target can immediately use its
reaction to teleport up to 30 feet to an unoccupied space it can see. When the
target teleports, it can choose a number of creatures it can see within 30 feet of
it up to your Charisma modifier (minimum of 1) to immediately use the same
reaction."} {:name "Five - Avenger", :description "You recount the tale of an
avenging knight. For 1 minute, whenever a creature the target can see within 30
feet of it is damaged by a creature, the target can use its reaction to deal force
damage equal to a roll of your Bardic Inspiration die to the attacker."}
{:description "You speak the tale of an epic hero. Choose a creature you can see
within 30 feet of you. The target gains temporary hit points equal to a roll of
your Bardic Inspiration die + your bard level. While it has these temporary hit
points, the target's walking speed increases by 10 feet.", :name "Six - Hero"}
{:name "Seven - Fey", :description "You recount the tale of a mischievous fey. The
target must succeed on a Wisdom saving throw or become charmed by you until the end
of its next turn. The charmed target must use its action to make a melee attack
against a creature other than itself that you mentally choose. The target can act
normally on its turn if you choose no other creature."} {:name "Eight - Dark
Spirit", :description "You speak a dreadful tale of a slayer in the dark. The
target becomes invisible until the end of its next turn or until it hits a creature
with an attack. If it hits a creature with an attack during this invisibility, that
creature takes necrotic damage equal to a roll of your Bardic Inspiration die and
is frightened of the target until the end of its next turn."} {:name "Nine -
Giant", :description "You speak of the deeds of a mighty giant. Each creature of
the target's choice it can see within 30 feet of it must make a Strength saving
throw, taking force damage equal to two rolls of your Bardic Inspiration die on a
failed save and is knocked prone. A creature that succeeds on its saving throw
takes half as much damage and isn't knocked prone."} {:name "Ten -
Dragon", :description "You breathe a poem of a wrathful dragon. The target
magically spews fire from their mouth in a 30-foot cone. Each creature in that area
must make a Dexterity saving throw, taking fire damage equal to three rolls of your
Bardic Inspiration die on a failed save, or half as much damage on a successful
one."} {:name "Eleven - Celestial", :description "You speak of the exalted deeds of
a celestial. The target regains hit points equal to two rolls of your Bardic
Inspiration die + your bard level, and you end one disease or a condition from the
following list affecting the target: blinded, deafened, paralyzed, petrified, or
poisoned."} {:name "Twelve - Unknown",
:description "You utter an incomprehensible fable from a being beyond the stars.
Choose a creature you can see within 30 feet of you. The target must succeed on an
Intelligence saving throw or take psychic damage equal to three rolls of your
Bardic Inspiration die, and the target is unable to speak any language for 1
minute."}], :option-pack "UA - Subclasses, Part 4", :name "Spirits'
Tales", :key :spirits-tales}}, :disabled? false}, "UA - Sorcerer and Warlock"
{:orcpub.dnd.e5/subclasses {:aberrant-mind {:class :sorcerer, :traits
[{:description "At 1st level, you gain the ability to use a bonus action to
magically create a telepathic link with one creature you can see within 30 feet of
you. Until the link ends, you can telepathically speak to the target through the
link, and if it understands at least one language, it can speak telepathically to
you. The link lasts for 10 minutes, and it ends early if you are incapacitated or
die, or if you use another bonus action to break the link or to establish this link
with a different creature.", :name "Invasive Thoughts"} {:name "Warped
Being", :description "Starting at 1st level, your aberrant origin protects you from
harm. Your body might have a coating of viscous slime, tough hide, scales, or an
invisible psionic barrier (choose the form of protection when you gain this
feature). Whatever form the protection takes, your AC equals 13 + your Dexterity
modifier while you aren't wearing armor. (Enter this manually as a custom item that
grants AC.)"} {:level 6, :name "Psionic Sorcery", :description "Beginning at 6th
level, when you cast any of the spells gained from your Psionic Spells feature, you
can cast it by expending a spell slot as normal or by spending a number of sorcery
points equal to the spell's level. If you cast the spell using sorcery points, it
requires no components."} {:description "At 6th level, you gain resistance to
psychic damage, and you have advantage on saving throws against being charmed or
frightened.", :name "Psychic Defenses", :level 6} {:description "Beginning at 14th
level, you can unleash the aberrant truth hidden within your flesh. As a bonus
action, you can spend 1 or more sorcery points to magically transform your body for
1 minute. For each sorcery point you spend, you can gain one of the following
benefits of your choice, the effects of which last until the transformation ends:\n
• You gain a swimming speed equal to your walking speed and the ability to breathe
water. Gills grow from your neck or fan out from behind your ears, your fingers
become webbed, or you grow lashing cilia that extend through your clothing.\n •
You gain a flying speed equal to your walking speed and can hover. As you fly, your
skin glistens with mucus.\n • Your body, along with any equipment you are wearing
or carrying, becomes slimy and pliable. You can move through any space as narrow as
1 inch without squeezing, and you can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.\n • Your eyes turn black or become
writhing sensory tendrils. You are aware of the location of any hidden or invisible
creature within 60 feet of you.", :name "Revelation in Flesh", :level 14} {:level
18, :name "Warp Reality", :description "At 18th level, you become the focal point
of a reality-warping anomaly. As an action, you can magically radiate a
transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere
of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral
parasites, or some other manifestation. Other creatures treat the aura as difficult
terrain, and when they start their turn in it, they take 2d10 psychic damage. When
you activate this feature, you can choose any number of creatures you can see to be
unaffected by the aura.\n As a bonus action, you can end the aura early. If you
do so, you and any number of creatures you choose within the aura are teleported to
a location you can see within 1 mile of you. Each creature must appear within 20
feet of you and in an unoccupied space. An unwilling creature that succeeds on a
Charisma saving throw against your spell save DC is not teleported.\n Once you
use this feature, you can't use it again until you finish a long rest."}], :level-
modifiers [{:type :spell, :value {:level 1, :key :arms-of-
hadar, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :value {:level
1, :ability :orcpub.dnd.e5.character/cha, :key :dissonant-whispers}} {:type :spell,
:level 3, :value {:level 2, :key :calm-
emotions, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level 3, :value
{:level 2, :key :detect-thoughts, :ability :orcpub.dnd.e5.character/cha}}
{:type :spell, :level 5, :value {:level 3, :key :hunger-of-
hadar, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level 5, :value
{:level 3, :key :sending, :ability :orcpub.dnd.e5.character/cha}}
{:type :spell, :level 7, :value {:level
4, :key :compulsion, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level
7, :value {:level 4, :key :evards-black-
tentacles, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level 9, :value
{:level 5, :ability :orcpub.dnd.e5.character/cha, :key :modify-memory}}
{:type :spell, :level 9, :value {:level 5, :key :rar-s-telepathic-
bond, :ability :orcpub.dnd.e5.character/cha}} {:type :damage-resistance, :level
6, :value :psychic} {:type :saving-throw-advantage, :value :charmed, :level 6}
{:type :saving-throw-advantage, :value :frightened, :level 6}], :name "Aberrant
Mind", :option-pack "UA - Sorcerer and Warlock", :key :aberrant-mind}, :the-lurker-
in-the-deep {:class :warlock, :traits [{:name "Grasp of the Deep", :description "At
1st level, you gain the ability to magically summon a spectral tentacle that
strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a
point you can see within 60 feet of you. The tentacle lasts for 1 minute or until
you use this feature to create another tentacle.\n When you create the tentacle,
you can make a melee spell attack against a creature within 10 feet of it. On a
hit, the target takes 1d8 cold or lightning damage (your choice when it takes the
damage) and its speed is reduced by 10 feet until the start of your next turn. When
you reach 10th level in this class, the damage dealt by the tentacle increases to
2d8.\n As a bonus action on your turn, you can move the tentacle up to 30 feet
and repeat the attack.\n You can summon the tentacle a number of times equal to
your Charisma modifier (minimum of once), and you regain all expended uses when you
finish a long rest."} {:name "Scion of the Deep", :description "At 1st level, your
patron accepts you into its inner court of servitors. You can telepathically
communicate with any aberration, beast, elemental, or monstrosity that has an
innate swimming speed, while it is within 120 feet of you. The creature can
understand you and can respond telepathically."} {:name "Fathomless
Soul", :description "At 6th level, your patron grants you greater abilities. You
gain the following benefits:\n • You can breathe both air and water.\n • You
gain a swimming speed equal to your walking speed.\n • You gain resistance to
cold damage.", :level 6} {:description "At 6th level, the tentacle you create with
Grasp of the Deep can defend you and others. When you or a creature you can see
takes damage while within 10 feet of the tentacle, you can use your reaction to
choose one of those creatures and reduce the damage to the chosen creature by half.
After doing so, the tentacle vanishes.", :name "Guardian Grasp", :level 6}
{:description "Starting at 10th level, you can magically draw forth a manifestation
of your patron's insatiable hunger. As an action, choose a point you can see within
60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius
centered on that point. Each creature in that area when the maw appears must
succeed on a Strength saving throw against your spell save DC or be restrained. Any
creature that starts its turn in the maw's area takes 3d6 cold or lightning damage
(your choice when it takes the damage). As an action, a restrained creature can
repeat the saving throw, ending the restraint on a success. At the start of your
turn, if there is a creature in the maw's area, you gain temporary hit points equal
to your warlock level.\n Once you use this feature, you can't do so again until
you finish a short or long rest.", :name "Devouring Maw", :level 10} {:name
"Unleash the Depths", :description "Starting at 14th level, you gain the ability to
call upon your patron for aid. As an action, you choose a point within 30 feet of
you where your patron tears through reality, manifesting a measure of its thalassic
grandeur. Choose one of the following effects to issue from this manifestation
point. Once you use either effect, you can't use this feature again until you
finish a long rest.\n Transport. You and up to five willing creatures of your
choice that you can see within 30 feet of the manifestation point are grasped by
spectral tentacles and yanked through your patron's realm. The tentacles teleport
you and the chosen creatures to a point of your choice within 100 miles that you
have visited within the past 24 hours. The tentacles then vanish.\n Fury. You can
direct a barrage of spectral tentacles to issue forth and strike up to five
creatures you can see within 30 feet of the manifestation point. Each target must
make a Dexterity saving throw against your spell save DC. On a failed save, the
creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On
a successful save, it takes half as much damage and is not knocked prone. The
tentacles then vanish.", :level 14}], :level-modifiers [{:type :damage-
resistance, :level 6, :value :cold}], :option-pack "UA - Sorcerer and
Warlock", :name "The Lurker in the Deep",
:warlock-spells {1 {0 :create-or-destroy-water, 1 :thunderwave}, 2 {0 :gust-of-
wind, 1 :silence}, 3 {0 :lightning-bolt, 1 :sleet-storm}, 4 {0 :control-water,
1 :evards-black-tentacles}, 5 {0 :commune-with-nature, 1 :cone-of-
cold}}, :key :the-lurker-in-the-deep}}, :orcpub.dnd.e5/spells {:mind-sliver
{:description "You drive a disorienting spike of psychic energy into the mind of
one creature you can see within range. The target must make an Intelligence saving
throw. Unless the saving throw is successful, the target takes 1d6 psychic damage,
and the first time it makes a saving throw before the end of your next turn, it
must roll a d4 and subtract the number rolled from the save.\n This spell's
damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level
(3d6), and 17th level (4d6).", :key :mind-sliver, :school "enchantment", :name
"Mind Sliver", :duration "1 round", :level 0, :option-pack "UA - Sorcerer and
Warlock", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "60 feet"}}}, "Adventurers League -
Elemental Evil" {:orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed
25, :name "Aarakocra", :abilities {:orcpub.dnd.e5.character/dex
2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental
Evil", :help "Aarakocra look much like large birds. Only when they descend to roost
on a branch or walk across the ground does their humanoid appearance reveal itself.
Feathers cover their bodies.", :languages #{"Common" "Aarakocra" "Auran"}, :props
{:flying-speed 50}, :traits [{:name "Flight", :description "You have a flying speed
of 50 feet. To use this speed, you can’t be wearing medium or heavy armor."} {:name
"Talons", :description "You are proficient with your unarmed strikes, which deal
1d4 slashing damage on a hit."}]}, :genasi {:key :genasi, :speed 30, :name
"Genasi", :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack
"Elemental Evil", :help "Genasi are the offspring of genies and mortals. These
beings carry the power of the planes in their blood. They resemble humans but have
unusual skin color (red, green, blue, or gray), and there is something odd about
them.", :languages #{"Common" "Primordial"}, :traits []}, :goliath
{:key :goliath, :speed 30, :name "Goliath", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con
1}, :size :medium, :option-pack "Elemental Evil", :help "Goliaths wander a bleak
realm of rock, wind, and cold. Their bodies look as if they are carved from
mountain stone. Their spirits take after the wandering wind. Their hearts are
infused with the cold regard of their frigid realm.", :languages #{"Giant"
"Common"}, :disabled? false, :props {:skill-prof {:athletics true}}, :traits
[{:name "Stone’s Endurance", :description "You can focus yourself to occasionally
shrug off injury. When you take damage, you can use your reaction to roll a d12.
Add your Constitution modifier to the number rolled, and reduce the damage by that
total. After you use this trait, you can’t use it again until you finish a short or
long rest."} {:name "Powerful Build", :description "You count as one size larger
when determining your carrying capacity and the weight you can push, drag, or
lift."} {:name "Mountain Born", :description "You’re acclimated to high altitude,
including elevations above 20,000 feet. You’re also naturally adapted to cold
climates, as described in chapter 5 of the Dungeon Master’s
Guide."}]}}, :orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases
#{}, :prereqs #{}, :option-pack "Elemental Evil", :name "Svirfneblin
Magic", :description "Requires: Gnome (Deep/Svirfneblin) only\nYou have inherited
the innate spellcasting ability of your ancestors. This ability allows you to cast
nondetectionon yourself at will, without needing a material component. You can also
cast each of the following spells once with this ability: blindness/deafness, blur,
and disguise self. You regain the ability to cast these spells when you finish a
long rest", :key :svirfneblin-magic, :path-prereqs {:race {:gnome
true}}}}, :orcpub.dnd.e5/subraces {:air-genasi {:race :genasi, :traits [{:name
"Unending Breath", :description "You can hold your breath indefinitely while you’re
not incapacitated."} {:name "Mingle with the Wind", :description "You can cast the
levitate spell once with this trait, requiring no material components, and you
regain the ability to cast it this way when you finish a long rest. Constitution is
your spellcasting ability for this spell."}], :option-pack "Elemental Evil", :name
"Air Genasi", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :air-
genasi, :spells [{:value {:ability :con, :level 2, :key :levitate}}]}, :fire-genasi
{:key :fire-genasi, :race :genasi, :name "Fire Genasi", :darkvision 60, :spells
[{:value {:key :produce-flame, :ability :con}} {:level 3, :value {:level
1, :key :burning-hands, :ability :con}}], :abilities {:orcpub.dnd.e5.character/int
1}, :option-pack "Elemental Evil", :props {:damage-resistance {:fire
true}}, :traits [{:description "You know the produce flame cantrip. Once you reach
3rd level, you can cast the burning hands spell once with this trait as a 1st-level
spell, and you regain the ability to cast it this way when you finish a long rest.
Constitution is your spellcasting ability for these spells.", :name "Reach to the
Blaze"}]}, :water-genasi {:race :genasi, :traits [{:name "Amphibious", :description
"You can breathe air and water."} {:name "Swim", :description "You have a swimming
speed of 30 feet."} {:name "Call to the Wave", :description "You know the shape
water cantrip. When you reach 3rd level, you can cast the create or destroy water
spell as a 2nd-level spell once with this trait, and you regain the ability to cast
it this way when you finish a long rest. Constitution is your spellcasting ability
for these spells."}], :option-pack "Elemental Evil", :abilities
{:orcpub.dnd.e5.character/wis 1}, :name "Water Genasi", :props {:damage-resistance
{:acid true}}, :key :water-genasi, :spells [{:value {:ability :con, :key :shape-
water}} {:value {:level 1, :ability :con, :key :create-or-destroy-water}, :level
3}]}, :earth-genasi {:race :genasi, :traits [{:name "Earth Walk", :description "You
can move across difficult terrain made of earth or stone without expending extra
movement."} {:name "Merge with Stone", :description "You can cast the pass without
trace spell once with this trait, requiring no material components, and you regain
the ability to cast it this way when you finish a long rest. Constitution is your
spellcasting ability for this spell."}], :option-pack "Elemental Evil", :name
"Earth Genasi", :abilities {:orcpub.dnd.e5.character/str 1}, :key :earth-
genasi, :spells [{:value {:ability :orcpub.dnd.e5.character/con, :level
2, :key :pass-without-trace}}]}, :deep-gnome-svirfneblin- {:key :deep-gnome-
svirfneblin-, :race :gnome, :name "Deep Gnome (Svirfneblin)", :darkvision
120, :abilities {:orcpub.dnd.e5.character/dex 1}, :option-pack "Elemental
Evil", :disabled? false, :props {:language {:undercommon true}}, :traits [{:name
"Stone Camouflage", :description "You have advantage on Dexterity (Stealth) checks
to hide in rocky terrain and underground."} {:description "Your darkvision has a
radius of 120 feet.", :name "Superior Darkvision"}]}}, :orcpub.dnd.e5/spells
{:whirlwind {:description "A whirlwind howls down to a point that you can see on
the ground within range. The whirlwind is a 10-footradius, 30-foot-high cylinder
centered on that point. Until the spell ends, you can use your action to move the
whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up
any Medium or smaller objects that aren’t secured to anything and that aren’t worn
or carried by anyone.\nA creature must make a Dexterity saving throw the first time
on a turn that it enters the whirlwind or that the whirlwind enters its space,
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
damage on a failed save, or half as much damage on a successful one. In addition, a
Large or smaller creature that fails the save must succeed on a Strength saving
throw or become restrained in the whirlwind until the spell ends. When a creature
starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher
inside it, unless the creature is at the top.\nA restrained creature moves with the
whirlwind and falls when the spell ends, unless the creature has some means to stay
aloft. A restrained creature can use an action to make a Strength or Dexterity
check against your spell save DC. If successful, the creature is no longer
restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random
direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration
"Concentration, up to 1 minute", :level 7, :option-pack "Elemental
Evil", :components {:material-component "a piece of straw", :verbal true, :material
true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A whirlwind
howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius,
30-foot-high cylinder centered on that point. Until the spell ends, you can use
your action to move the whirlwind up to 30 feet in any direction along the ground.
The whirlwind sucks up any Medium or smaller objects that aren’t secured to
anything and that aren’t worn or carried by anyone.\nA creature must make a
Dexterity saving throw the first time on a turn that it enters the whirlwind or
that the whirlwind enters its space, including when the whirlwind first appears. A
creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on
a successful one. In addition, a Large or smaller creature that fails the save must
succeed on
a Strength saving throw or become restrained in the whirlwind until the spell
ends. When a creature starts its turn restrained by the whirlwind, the creature is
pulled 5 feet higher inside it, unless the creature is at the top. A restrained
creature moves with the whirlwind and falls when the spell ends, unless the
creature has some means to stay aloft.\nA restrained creature can use an action to
make a Strength or Dexterity check against your spell save DC. If successful, the
creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away
from it in a random direction.", :key :whirlwind, :school "evocation", :name
"Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack
"Elemental Evil", :components {:material-component "a piece of straw", :verbal
true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard
true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid
true, :wizard true, :sorcerer true}, :disabled? true, :range "300 feet"}, :shape-
water {:description "You choose an area of water that you can see within range and
that fits within a 5-foot cube. You manipulate it in one of the following ways:\n•
You instantaneously move or otherwise change the flow of the water as you direct,
up to 5 feet in any direction. This movement doesn’t have enough force to cause
damage.\n• You cause the water to form into simple shapes and animate at your
direction. This change lasts for 1 hour.\n• You change the water’s color or
opacity. The water must be changed in the same way throughout. This change lasts
for 1 hour.\n• You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.\n\nIf you cast this spell multiple times, you can
have no more than two of its non-instantaneous effects active at a time, and you
can dismiss such an effect as an action.", :key :shape-water, :school
"transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level
0, :option-pack "Elemental Evil", :components {:somatic true}, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "You choose an area of water that
you can see within range and that fits within a 5-foot cube. You manipulate it in
one of the following ways:\n• You instantaneously move or otherwise change the flow
of the water as you direct, up to 5 feet in any direction. This movement doesn’t
have enough force to cause damage.\n• You cause the water to form into simple
shapes and animate at your direction. This change lasts for 1 hour.\n• You change
the water’s color or opacity. The water must be changed in the same way throughout.
This change lasts for 1 hour.\n• You freeze the water, provided that there are no
crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple
times, you can have no more than two of its non-instantaneous effects active at a
time, and you can dismiss such an effect as an action.", :key :shape-water, :school
"transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level
0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30
feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :disabled? true, :range "30 feet"}, :elemental-bane
{:description "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 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.\nAt Higher Levels: When
you cast this spell using a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th. The creatures must be within 30
feet of each other when you target them.", :key :elemental-bane, :school
"transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute",
:level 4, :option-pack "Elemental Evil", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:wizard true, :warlock true, :druid
true}, :disabled? true, :range "90 feet"}, :skywrite {:description "You cause up to
ten words to form in a part of the sky you can see. The words appear to be made of
cloud and remain in place for the spell’s duration. The words dissipate when the
spell ends. A strong wind can disperse the clouds and end the spell
early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration
"Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components
{:verbal true, :somatic true}, :ritual true, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "You cause up to ten words to form
in a part of the sky you can see. The words appear to be made of cloud and remain
in place for the spell’s duration. The words dissipate when the spell ends. A
strong wind can disperse the clouds and end the spell
early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration
"Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components
{:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true,
:bard true, :wizard true}, :range "Sight"}], :casting-time "1 action
(ritual)", :spell-lists {:druid true, :bard true, :wizard true}, :disabled?
true, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny
meteors in your space. They float in the air and orbit you for the spell’s
duration. When you cast the spell—and as a bonus action on each of your turns
thereafter—you can expend one or two of the meteors, sending them streaking toward
a point or points you choose within 120 feet of you. Once a meteor reaches its
destination or impacts against a solid surface, the meteor explodes. Each creature
within 5 feet of the point where the meteor explodes must make a Dexterity saving
throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on
a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of
4th level or higher, the number of meteors created increases by two for each slot
level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s
Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-
pack "Elemental Evil", :components {:material-component "niter, sulfur, and pine
tar formed into a bead", :material true, :somatic true, :verbal true}, :casting-
time "1 action", :spell-lists {:sorcerer true, :wizard true}, :disabled?
true, :range "Self"}, :frostbite {:description "You cause numbing frost to form on
one creature that you can see within range. The target must make a Constitution
saving throw. On a failed save, the target takes 1d6 cold damage, and it has
disadvantage on the next weapon attack roll it makes before the end of its next
turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name
"Frostbite", :duration "Instantaneous", :level 0, :option-pack "Elemental
Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-
lists {:sorcerer true, :druid true, :warlock true, :wizard true}, :disabled?
true, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot
cube of air that you can see within range. An elemental force that resembles a dust
devil appears in the cube and lasts for the spell’s duration.\nAny creature that
ends its turn within 5 feet of the dust devil must make a Strength saving throw. On
a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet
away. On a successful save, the creature takes half as much damage and isn’t
pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any
direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it
sucks up the material and forms a 10-foot-radius cloud of debris around itself that
lasts until the start of your next turn. The cloud heavily obscures its area.\nAt
Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,
the damage increases by 1d8 for each slot level above 2nd.", :key :dust-
devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1
minute", :level 2, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true, :material true, :material-component "a pinch of
dust"}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :disabled? true, :range "60 feet"}, :earth-tremor
{:description "You cause a tremor in the ground within range. Each creature other
than you in that area must make a Dexterity saving throw. On a failed save, a
creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that
area is loose earth or stone, it becomes difficult terrain until cleared, with each
5-foot-diameter portion requiring at least 1 minute to clear by hand.\nAt Higher
Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.", :key :earth-
tremor, :school "evocation", :name "Earth Tremor", :duration
"Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description
"You cause a tremor in the ground in a 10-foot radius. Each creature other than you
in that area must make a Dexterity saving throw. On a failed save, a creature takes
1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose
earth or stone, it becomes difficult terrain until cleared.\nAt Higher
Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.", :key :earth-
tremor, :school "evocation", :name "Earth Tremor", :duration
"Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid
true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}], :casting-
time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true, :bard
true}, :disabled? true, :range "10 feet"}, :beast-bond {:description "You establish
a telepathic link with one beast you touch that is friendly to you or charmed by
you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell
ends, the link is active while you and the beast are within line of sight of each
other. Through the link, the beast can understand your telepathic messages to it,
and it can telepathically communicate simple emotions and concepts back to you.
While the link is active, the beast gains advantage on attack rolls against any
creature within 5 feet of you that you can see.", :key :beast-bond, :school
"divination", :name "Beast Bond", :duration "Concentration, up to 10
minutes", :level 1, :option-pack "Elemental Evil", :components {:material-component
"a bit of fur wrapped in a cloth", :material true, :somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:druid true, :ranger
true}, :disabled? true, :range "Touch"}, :transmute-rock {:description "You choose
an area of stone or mud that you can see that fits within a 40-foot cube and is
within range, and choose one of the following effects.\nTransmute Rock to Mud.
Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing
mud that remains for the spell’s duration.\nThe ground in the spell’s area becomes
muddy enough that creatures can sink into it. Each foot that a creature moves
through the mud costs 4 feet of movement, and any creature on the ground when you
cast the spell must make a Strength saving throw. A creature must also make the
saving throw when it moves into the area for the first time on a turn or ends its
turn there. On a failed save, a creature sinks into the mud and is restrained,
though it can use an action to end the restrained condition on itself by pulling
itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any
creature under the mud when it falls must make a Dexterity saving throw. A creature
takes 4d8 bludgeoning damage on a failed save, or half as much damage on a
successful one.\nTransmute Mud to Rock. Nonmagical mud or quicksand in the area no
more than 10 feet deep transforms into soft stone for the spell’s duration. Any
creature in the mud when it transforms must make a Dexterity saving throw. On a
successful save, a creature is shunted safely to the surface in an unoccupied
space. On a failed save, a creature becomes restrained by the rock. A restrained
creature, or another creature within reach, can use an action to try to break the
rock by 23 Chapter 2 | Spells succeeding on a DC 20 Strength check or by dealing
damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and
psychic damage.", :key :transmute-rock, :school "transmutation", :name "Transmute
Rock", :duration "Until dispelled", :level 5, :option-pack "Elemental
Evil", :components {:material-component "clay and water", :verbal true, :material
true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description
"You choose an area of stone or mud that you can see that fits within a 40-foot
cube and that is within range, and choose one of the following effects.\n\
nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal
volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast
the spell on an area of ground, it becomes muddy enough that creatures can sink
into it. Each foot that a creature moves through the mud costs 4 feet of movement,
and any creature on the ground when you cast the spell must make a Strength saving
throw. A creature must also make this save the first time it enters the area on a
turn or ends its turn there. On a failed save, a creature sinks into the mud and is
restrained, though it can use an action to end the restrained condition on itself
by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud
falls. Any creature under the mud when it falls must make a Dexterity saving throw.
A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on
a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area
no more than 10 feet deep transforms into soft stone for the spell’s duration. Any
creature in the mud when it transforms must make a Dexterity saving throw. On a
failed save, a creature becomes restrained by the rock. The restrained creature can
use an action to try to break free by succeeding on a Strength check (DC 20) or by
dealing 25 damage to the rock around it. On a successful save, a creature is
shunted safely to the surface to an unoccupied space.", :key :transmute-
rock, :school "transmutation", :name "Transmute Rock", :duration
"Instantaneous", :level 5, :option-pack "Elemental Evil", :components {:material-
component "clay and water", :verbal true, :material true, :somatic true}, :casting-
time "1 action", :spell-lists {:druid true, :wizard true}, :range "120
feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard
true}, :disabled? true, :range "120 feet"}, :thunderclap {:description "You create
a burst of thunderous sound that can be heard up to 100 feet away. Each creature
within range, other than you, must succeed on a Constitution saving throw or take
1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school
"evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack
"Elemental Evil", :components {:somatic true}, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "You create a burst of thunderous
sound, which can be heard 100 feet away. Each creature other than you within 5 feet
of you must make a Constitution saving throw. On a failed save, the creature takes
1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school
"evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack
"Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-
lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard
true}, :range "Self (5-foot radius)"}], :casting-time "1 action", :spell-lists
{:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :disabled?
true, :range "5 feet"}, :storm-sphere {:description "A 20-foot-radius sphere of
whirling air springs into existence centered on a point you choose within range.
The sphere remains for the spell’s duration. Each creature in the sphere when it
appears or that ends its turn there must succeed on a Strength saving throw or take
2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell
ends, you can use a bonus action on each of your turns to cause a bolt of lightning
to leap from the center of the sphere toward one creature you choose within 60 feet
of the center. Make a ranged spell attack. You have advantage on the attack roll if
the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\
nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception)
checks made to listen.\nAt Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the damage increases for each of its effects by 1d6
for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name
"Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack
"Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:sorcerer true, :wizard true}, :disabled? true, :range "150
feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your
body, and you gain the following benefits:\n• You are immune to cold damage and
have resistance to fire damage.\n• You can move across difficult terrain created by
ice or snow without spending extra movement.\n• The ground in a 10-foot radius
around you is icy and is difficult terrain for creatures other than you. The radius
moves with you.\n• You can use your action to create a 15-foot cone of freezing
wind extending from your outstretched hand in a direction you choose. Each creature
in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage
on a failed save, or half as much damage on a successful one. A creature that fails
its save against this effect has its speed halved until the start of your next
turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of
Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack
"Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid
true}, :disabled? true, :range "Self"}, :ice-knife {:description "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 it must
succeed on a Dexterity saving throw or take 2d6 cold damage.\n\nAt Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage
increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school
"conjuration",
:name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental
Evil", :components {:material true, :material-component "a drop of water or piece
of ice", :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell
{:description "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.\nAt Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for
each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice
Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental
Evil", :components {:material true, :material-component "a drop of water or piece
of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid
true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :disabled? true,
:range "60 feet"}, :snilloc-s-snowball-swarm {:description "A flurry of magic
snowballs erupts from a point you choose within range. Each creature in a 5-foot-
radius sphere centered on that point must make a Dexterity saving throw. A creature
takes 3d6 cold damage on a failed save, or half as much damage on a successful
one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d6 for each slot level above 2nd.", :key :snilloc-
s-snowball-swarm, :school "evocation", :name "Snilloc’s Snowball Swarm", :duration
"Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true, :material true, :material-component "a piece of ice or a small
white rock chip"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :disabled? true, :range "90 feet"}, :control-winds {:description "You take
control of the air in a 100-foot cube that you can see within range. Choose one of
the following effects when you cast the spell. The effect lasts for the spell’s
duration, unless you use your action on a later turn to switch to a different
effect. You can also use your action to temporarily halt the effect or to restart
one you’ve halted.\nGusts: A wind picks up within the cube, continually blowing in
a horizontal direction that you choose. You choose the intensity of the wind: calm,
moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
pass through it or that are made against targets within the cube have disadvantage
on their attack rolls. If the wind is strong, any creature moving against the wind
must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a
sustained blast of strong wind to blow downward from the top of the cube. Ranged
weapon attacks that pass through the cube or that are made against targets within
it have disadvantage on their attack rolls. A creature must make a Strength saving
throw if it flies into the cube for the first time on a turn or starts its turn
there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause
a sustained updraft within the cube, rising upward from the cube’s bottom edge.
Creatures that end a fall within the cube take only half damage from the fall. When
a creature in the cube makes a vertical jump, the creature can jump up to 10 feet
higher than normal.", :key :control-winds, :school "transmutation", :name "Control
Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Elemental
Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-
lists {:druid true, :sorcerer true, :wizard true}, :disabled? true, :range "300
feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 5-
foot radius at a point you can see within range. The sphere can hover but no more
than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny
creature in the sphere’s space must make a Strength saving throw. On a successful
save, a creature is ejected from that space to the nearest unoccupied space of the
creature’s choice outside the sphere. A Huge or larger creature succeeds on the
saving throw automatically, and a Large or smaller creature can choose to fail it.
On a failed save, a creature is restrained by the sphere and is engulfed by the
water. At the end of each of its turns, a restrained target can repeat the saving
throw, ending the effect on itself on a success.\nThe sphere can restrain as many
as four Medium or smaller creatures or one Large creature. If the sphere restrains
a creature that causes it to exceed this capacity, a random creature that was
already restrained by the sphere falls out of it and lands prone in a space within
5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight
line. If it moves over a pit, a cliff, or other drop-off, it safely descends until
it is hovering 10 feet above the ground. Any creature restrained by the sphere
moves with it. You can ram the sphere into creatures, forcing them to make the
saving throw.\nWhen the spell ends, the sphere falls to the ground and extinguishes
all normal flames within 30 feet of it. Any creature restrained by the sphere is
knocked prone in the space where it falls. The water then vanishes.", :key :watery-
sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up
to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true,
:material-component "a droplet of water", :somatic true, :verbal true}, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a sphere of water
with a 10-foot radius on a point you can see within range. The sphere can hover in
the air, but no more than 10 feet off the ground. The sphere remains for the
spell’s duration.\nAny creature in the sphere’s space must make a Strength saving
throw. On a successful save, a creature is ejected from that space to the nearest
unoccupied space outside it. A Huge or larger creature succeeds on the saving throw
automatically. On a failed save, a creature is restrained by the sphere and is
engulfed by the water. At the end of each of its turns, a restrained target can
repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or
smaller creatures or one Large creature. If the sphere restrains a creature in
excess of these numbers, a random creature that was already restrained by the
sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an
action, you can move the sphere up to 30 feet in a straight line. If it moves over
a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
ground. Any creature restrained by the sphere moves with it. You can ram the sphere
into creatures, forcing them to make the saving throw, but no more than once per
turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all
normal flames within 30 feet of it. Any creature restrained by the sphere is
knocked prone in the space where it falls.", :key :watery-sphere, :school
"conjuration", :name "Watery Sphere", :duration "Concentration, up to 1
minute", :level 4, :option-pack "Elemental Evil", :components {:material
true, :material-component "a droplet of water", :somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard
true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:druid
true, :sorcerer true, :wizard true}, :disabled? true, :range "90 feet"}, :magic-
stone {:description "You touch one to three pebbles and imbue them with magic. You
or someone else can make a ranged spell attack with one of the pebbles by throwing
it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If
someone else attacks with a pebble, that attacker adds your spellcasting ability
modifier, not the attacker’s, to the attack roll. On a hit, the target takes
bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the
attack hits or misses, the spell then ends on the stone.\nIf you cast this spell
again, the spell ends on any pebbles still affected by your previous
casting.", :key :magic-stone, :school "transmutation", :name "Magic
Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components
{:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell
{:description "You touch one to three pebbles and imbue them with magic. You or
someone else can make a ranged spell attack with one of the pebbles by throwing it
or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else
attacks with the pebble, that attacker adds your spellcasting ability modifier, not
the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage
equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends
on the stone.\nIf you cast this spell again, the spell ends early on any pebbles
still affected by it", :key :magic-stone, :school "transmutation", :name "Magic
Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components
{:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid
true, :warlock true}, :range "Touch"}], :casting-time "1 bonus action", :spell-
lists {:druid true, :warlock true}, :disabled? true, :range "Touch"}, :abi-dalzims-
horrid-wilting {:description "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 water elementals make this saving throw with disadvantage.
A creature takes 12d8 necrotic damage on a failed save, or half as much damage on
a successful one.\nNonmagical plants in the area that are n't creatures, such as
trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-
wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration
"Instantaneous", :level 8, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true, :material true, :material-component "a bit of sponge"}, :edit-
event [:orcpub.dnd.e5.spells/edit-spell {:description "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 water elementals make this saving throw with
disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as
much damage on a successful one.\nNonmagical plants in the area that are n't
creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-
horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid
Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to
Everything (arandomstringofnum#2919)", :components {:verbal true, :somatic
true, :material true, :material-component "a bit of sponge"}, :casting-time "1
action", :spell-lists {:sorcerer true, :wizard true}, :range "150
feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :disabled? true, :range "150 feet"}, :control-flames {:description "You
choose nonmagical flame that you can see within range and that fits within a 5-foot
cube. You affect it in one of the following ways:\n• You instantaneously expand the
flame 5 feet in one direction, provided that wood or other fuel is present in the
new location.\n• You instantaneously extinguish the flames within the cube.\n• You
double or halve the area of bright light and dim light cast by the flame, change
its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as
the vague form of a creature, an inanimate object, or a location—to appear within
the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this
spell multiple times, you can have up to three of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.", :key :control-
flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous
or 1 hour ", :level 0, :option-pack "Elemental Evil", :components {:somatic
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard
true}, :disabled? true, :range "60 feet"}, :pyrotechnics {:description "Choose an
area of nonmagical flame that you can see and that fits within a 5-foot cube within
range. You can extinguish the fire in that area, and you create either fireworks or
smoke when you do so.\nFireworks. The target explodes with a dazzling display of
colors. Each creature within 10 feet of the target must succeed on a Constitution
saving throw or become blinded until the end of your next turn.\nSmoke. Thick black
smoke spreads out from the target in a 20-foot radius, moving around corners. The
area of the smoke is heavily obscured. The smoke persists for 1 minute or until a
strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name
"Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil",
:components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-
spell {:description "Choose an area of flame that you can see and that can fit
within a 5-foot cube within range. You can extinguish the fire in that area, and
you create either fireworks or smoke.\nFireworks: The target explodes with a
dazzling display of colors. Each creature within 10 feet of the target must succeed
on a Constitution saving throw or become blinded until the end of your next turn.\
nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving
around corners. The area of the smoke is heavily obscured. The smoke persists for 1
minute or until a strong wind disperses it.", :key :pyrotechnics, :school
"transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level
2, :option-pack "Elemental Evil", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard
true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:bard
true, :sorcerer true, :wizard true}, :disabled? true, :range "60 feet"}, :wall-of-
sand {:description "You conjure up a wall of swirling sand on the ground at a point
you can see within range. You can make the wall up to 30 feet long, 10 feet high,
and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but
not movement. A creature is blinded while in the wall’s space and must spend 3 feet
of movement for every 1 foot it moves there.", :key :wall-of-sand, :school
"evocation", :name "Wall of Sand", :duration "Concentration, up to 10
minutes", :level 3, :option-pack "Elemental Evil", :components {:material
true, :material-component "a handful of sand", :somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:wizard true}, :disabled?
true, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water
appears and swirls in a 30-foot radius centered on a point you can see within
range. The point must be on ground or in a body of water. Until the spell ends,
that area is difficult terrain, and any creature that starts its turn there must
succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10
feet toward the center.", :key :maelstrom, :school "evocation", :name
"Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Elemental Evil", :components {:material-component "paper or leaf in the shape of a
funnel", :verbal true, :somatic true, :material true}, :casting-time "1
action", :spell-lists {:druid true}, :disabled? true, :range "120 feet"}, :wall-of-
water {:description "You conjure up a wall of water on the ground at a point you
can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1
foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high,
and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is
difficult terrain.\nAny ranged weapon attack that enters the wall’s space has
disadvantage on the attack roll, and fire damage is halved if the fire effect
passes through the wall to reach its target. Spells that deal cold damage that pass
through the wall cause the area of the wall they pass through to freeze solid (at
least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC
5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a
section is destroyed, the wall’s water doesn’t fill it.", :key :wall-of-
water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to
10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material-
component "a drop of water", :verbal true, :material true, :somatic
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard
true}, :disabled? true, :range "60 feet"}, :maximilian-s-earthen-grasp
{:description "You choose a 5-foot-square unoccupied space on the ground that you
can see within range. A Medium hand made from compacted soil rises there and
reaches for one creature you can see within 5 feet of it. The target must make a
Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage
and is restrained for the spell’s duration.\nAs an action, you can cause the hand
to crush the restrained target, which must make a Strength saving throw. The target
takes 2d6 bludgeoning damage on a failed save, or half as much damage on a
successful one.\nTo break out, the restrained target can use its action to make a
Strength check against your spell save DC. On a success, the target escapes and is
no longer restrained by the hand.\nAs an action, you can cause the hand to reach
for a different creature or to move to a different unoccupied space within range.
The hand releases a restrained target if you do either.", :key :maximilian-s-
earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen
Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Elemental Evil", :components {:material-component "a miniature hand sculpted from
clay", :verbal true, :somatic true, :material true}, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "You choose a 5-foot-square
unoccupied space on the ground that you can see within range. A Medium hand made
from compacted soil rises there and reaches for one creature you can see within 5
feet of it. The target must make a Strength saving throw. On a failed save, the
target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs
an action, you can cause the hand to crush the restrained target, who must make a
Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as
much damage on a successful one.\nTo break out, the restrained target can make a
Strength check against your spell save DC. On a success, the target escapes and is
no longer restrained by the hand.\nAs an action, you can cause the hand to reach
for a different creature or to move to a different unoccupied space within range.
The hand releases a restrained target if you do either.", :key :maximilian-s-
earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen
Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Elemental Evil", :components {:material-component "a miniature hand sculpted from
clay", :verbal true, :somatic true, :material true}, :casting-time "1
action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}],
:casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :disabled?
true, :range "30 feet"}, :earthbind {:description "Choose one creature you can see
within range. Yellow strips of magical energy loop around the creature. The target
must succeed on a Strength saving throw, or its flying speed (if any) is reduced to
0 feet for the spell’s duration. An airborne creature affected by this spell safely
descends at 60 feet per round until it reaches the ground or the spell ends.", :key
:earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration,
up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal
true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one
creature you can see within range. Yellow strips of magical energy loop around the
creature. The target must succeed on a Strength saving throw or its flying speed
(if any) is reduced to 0 feet for the spell’s duration. An airborne creature
affected by this spell descends at 60 feet per round until it reaches the ground or
the spell ends.", :key :earthbind, :school "transmutation", :name
"Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-
lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300
feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :disabled? true, :range "300 feet"}, :tidal-
wave {:description "You conjure up a wave of water that crashes down on an area
within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10
feet tall. Each creature in that area must make a Dexterity saving throw. On a
failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a
successful save, a creature takes half as much damage and isn’t knocked prone. The
water then spreads out across the ground in all directions, extinguishing
unprotected flames in its area and within 30 feet of it, and then it
vanishes.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration
"Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material-
component "a drop of water", :verbal true, :somatic true, :material true}, :edit-
event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a wave of
water that crashes down on an area within range. The area can be up to 30 feet
long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must
make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning
damage and is knocked prone. On a success, a creature takes half as much damage and
isn’t knocked prone. The water then spreads out across the ground in all
directions, extinguishing unprotected flames in its area and within 30 feet of
it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration
"Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material-
component "a drop of water", :verbal true, :somatic true, :material
true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range
"120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard
true, :sorcerer true}, :disabled? true, :range "120 feet"}, :bones-of-the-earth
{:description "You cause up to six pillars of stone to burst from places on the
ground that you can see within range. Each pillar is a cylinder that has a diameter
of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be
wide enough for its diameter, and you can target the ground under a creature if
that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of
difficult terrain with a 10-foot radius that lasts until the rubble is cleared.
Each 5-foot diameter portion of the area requires at least 1 minute to clear by
hand.\nIf a pillar is created under a creature, that creature must succeed on a
Dexterity saving throw or be lifted by the pillar. A creature can choose to fail
the save.\nIf a pillar is prevented from reaching its full height because of a
ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage
and is restrained, pinched between the pillar and the obstacle. The restrained
creature can use an action to make a Strength or Dexterity check (the creature’s
choice) against the spell’s save DC. On a success, the creature is no longer
restrained and must either move off the pillar or fall off it.\nAt Higher Levels.
When you cast this spell using a spell slot of 7th level or higher, you can create
two additional pillars for each slot level above 6th.", :key :bones-of-the-
earth, :school "transmutation", :name "Bones of the Earth", :duration
"Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description
"You cause up to six pillars of stone to burst from places on the ground that you
can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a
height of up to 30 feet. The ground where a pillar appears must be wide enough for
its diameter, and you can target ground under a creature if that creature is Medium
or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a
pillar crumbles into rubble, which creates an area of difficult terrain with a 10-
foot radius. The rubble lasts until cleared.\nIf a pillar is created under a
creature, that creature must succeed on a Dexterity saving throw or be lifted by
the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from
reaching its full height because of a ceiling or other obstacle, a creature on the
pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar
and the obstacle. The restrained creature can use an action to make a Strength or
Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a
success, the creature is no longer restrained and must either move off the pillar
or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of
7th level or higher, you can create two additional pillars for each slot level
above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the
Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental
Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-
lists {:druid true}, :range "120 feet"}], :casting-time "1 action", :spell-lists
{:druid true}, :disabled? true, :range "120 feet"}, :create-bonfire {:description
"You create a bonfire on ground that you can see within range. Until the spell
ends, the magic 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 moves into the bonfire’s
space for the first time on a turn or ends its turn there.\nThe bonfire ignites
flammable objects in its area that aren’t being worn or carried.\nThe spell’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire",
:duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil",
:components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-
spell {:description "You create a bonfire on ground that you can see within range.
Until the spells 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 for the first time on a turn or ends its turn there.\nThe spell’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire",
:duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :disabled? true, :range "60 feet"}, :warding-
wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot
radius and moves with you, remaining centered on you. The wind lasts for the
spell’s duration. The wind has the following effects:\n• It deafens you and other
creatures in its area.\n• It extinguishes unprotected flames in its area that are
torch-sized or smaller.\n• It hedges out vapor, gas, and fog that can be dispersed
by strong wind.\n• The area is difficult terrain for creatures other than you.\n•
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in
or out of the wind.", :key :warding-wind, :school "evocation", :name "Warding
Wind", :duration "Concentration, up to 10 minutes", :level 2, :option-pack
"Elemental Evil", :components {:verbal true}, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "A strong wind (20 miles per hour)
blows around you in a 10-foot radius and moves with you, remaining centered on you.
The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It
deafens you and other creatures in its area.\n• It extinguishes unprotected flames
in its area that are torch-sized or smaller.\n• The area is difficult terrain for
creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-
vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog
that can be dispersed by strong wind.",
:key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1
action", :level 2, :option-pack "Elemental Evil", :components {:verbal
true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard
true, :druid true, :sorcerer true}, :range "Self"}], :casting-time "1
action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard
true}, :disabled? true, :range "Self"}, :flame-arrows {:description "You touch a
quiver containing arrows or bolts. When a target is hit by a ranged weapon attack
using a piece of ammunition drawn from the quiver, the target takes an extra 1d6
fire damage. The spell’s magic ends on the piece of ammunition when it hits or
misses, and the spell ends when twelve pieces of ammunition have been drawn from
the quiver.\nAt Higher Levels: 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.", :key :flame-arrows, :school
"transmutation", :name "Flame Arrows", :duration "Concentration, up to 1
hour", :level 3, :option-pack "Elemental Evil", :components {:somatic true, :verbal
true, :material-component ""}, :casting-time "1 action", :spell-lists {:druid true,
:ranger true, :sorcerer true, :wizard true}, :disabled? true, :range
"Touch"}, :absorb-elements {:description "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.\n\nAt Higher
Levels. 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.", :key :absorb-
elements, :school "abjuration", :name "Absorb Elements", :duration "1
round", :level 1, :option-pack "Elemental Evil", :components {:somatic
true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "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.\nAt Higher Levels. 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.", :key :absorb-elements, :school "abjuration", :name "Absorb
Elements", :duration "1 round", :level 1, :option-pack "Elemental
Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when
you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard
false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer
true, :warlock false, :wizard true}, :range "Self"}], :casting-time "1 reaction,
which you take when you take acid, cold, fire, lightning, or thunder
damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin
false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :disabled?
true, :range "Self"}, :vitriolic-sphere {:description "You point at a location
within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and
explodes in a 20-foot-radius sphere. Each creature in that area must make a
Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and
another 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.\
nAt Higher Levels. 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.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic
Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental
Evil", :components {:material-component "a drop of giant slug bile", :verbal
true, :somatic true, :material true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell
{:description "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.\nAt Higher Levels: 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.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic
Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental
Evil", :components {:material-component "a drop of giant slug bile", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1
action", :spell-lists {:sorcerer true, :wizard true}, :disabled? true, :range "150
feet"}, :aganazzar-s-scorcher {:description "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 3d8 fire damage on a
failed save, or half as much damage on a successful one.\n\nAt Higher Levels: When
you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school
"evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level
2, :option-pack "Elemental Evil", :components {:verbal true, :somatic
true, :material true, :material-component "a red dragon’s scale"}, :edit-event
[:orcpub.dnd.e5.spells/edit-spell {:description "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 3d8 fire damage on a
failed save, or half as much damage on a successful one.\nAt Higher Levels: When
you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school
"evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level
2, :option-pack "Elemental Evil", :components {:verbal true, :somatic
true, :material true, :material-component "a red dragon’s scale"}, :casting-time "1
action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}], :casting-
time "1 action", :spell-lists {:wizard true, :sorcerer true}, :disabled?
true, :range "30 feet"}, :mold-earth {:description "You choose a portion of dirt or
stone that you can see within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:\n• If you target an area of loose
earth, you can instantaneously excavate it, move it along the ground, and deposit
it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n•
You cause shapes, colors, or both to appear on the dirt or stone, spelling out
words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If
the dirt or stone you target is on the ground, you cause it to become difficult
terrain. Alternatively, you can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell
multiple times, you can have no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.", :key :mold-
earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1
hour", :level 0, :option-pack "Elemental Evil", :components {:somatic
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard
true}, :disabled? true, :range "30 feet"}, :catapult {:description "Choose one
object weighing 1 to 5 pounds within range that isn’t being worn or carried. The
object flies in a straight line up to 90 feet in a direction you choose before
falling to the ground, stopping early if it impacts against a solid surface. If the
object would strike a creature, that creature must make a Dexterity saving throw.
On a failed save, the object strikes the target and stops moving. When the object
strikes something, the object and what it strikes each take 3d8 bludgeoning
damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level
or higher, the maximum weight of objects that you can target with this spell
increases by 5 pounds, and the damage increases by 1d8, for each slot level above
1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration
"Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic
true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one
object weighing 1 to 5 pounds within range that isn’t being worn or carried. The
object flies in a straight line up to 90 feet in a direction you choose before
falling to the ground, stopping early if it impacts against a solid surface. If the
object would strike a creature, that creature must make a Dexterity saving throw.
On a failed save, the object strikes the target and stops moving. In either case,
both the object and the creature or solid surface take 3d8 bludgeoning damage.\nAt
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the maximum weight of objects that you can target with this spell increases by 5
pounds, and the damage increases by 1d8, for each slot level above
1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration
"Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic
true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer
true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:wizard
true, :sorcerer true}, :disabled? true, :range "60 feet"}, :investiture-of-wind
{:description "Until the spell ends, wind whirls around you, and you gain the
following benefits:\n• Ranged weapon attacks made against you have disad-vantage on
the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying
when the spell ends, you fall, unless you can some-how prevent it.\n• You can use
your action to create a 15-foot cube of swirling wind centered on a point you can
see within 60 feet of you. Each creature in that area must make a Constitution
saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as
much damage on a successful one. If a Large or smaller creature fails the save,
that creature is also pushed up to 10 feet away from the center of the cube.", :key
:investiture-of-wind, :school "transmutation", :name "Investiture of
Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack
"Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard
true}, :disabled? true, :range "Self"}, :erupting-earth {:description "Choose a
point you can see on the ground within range. A fountain of churned earth and stone
erupts in a 20-foot cube centered on that point. Each creature in that area must
make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed
save, or half as much damage on a successful one. Additionally, the ground in that
area becomes difficult terrain until cleared away. Each 5-foot-square portion of
the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you
cast this spell using a spell slot of 3rd level or higher, the damage increases by
1d12 for each slot level above 2nd.", :key :erupting-earth, :school
"transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute",
:level 3, :option-pack "Elemental Evil", :components {:verbal true, :somatic
true, :material true, :material-component "a piece of obsidian"}, :casting-time "1
action", :spell-lists {:wizard true, :warlock false, :druid true, :sorcerer
true}, :disabled? true, :range "120 feet"}, :investiture-of-stone {:description
"Until the spell ends, bits of rock spread across your body, and you gain the
following benefits:\n• You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.\n• You can use your action to create a small
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and without
destabilizing it, but you can’t end your movement there. If you do so, you are
ejected to the nearest unoccupied space, this spell ends, and you are stunned until
the end of your next turn.", :key :investiture-of-stone, :school
"transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10
minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic
true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description
"Until the spell ends, bits of rock spread across your body, and you gain the
following benefits:\n• You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons.\n• You can use your action to create a small
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and without
destabilizing it, but you can’t end your movement there. If you do so, you are
ejected to the nearest unoccupied space, this spell ends, and you are stunned until
the end of your next turn.", :key :investiture-of-stone, :school
"transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10
minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic
true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}], :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard
true}, :disabled? true, :range "Self"}, :primordial-ward {:description "You have
resistance to acid, cold, fire, lightning, and thunder damage for the spell’s
duration.\nWhen you take damage of one of those types, you can use your reaction to
gain immunity to that type of damage, including against the triggering damage. If
you do so, the resistances end, and you have the immunity until the end of your
next turn, at which time the spell ends.", :key :primordial-ward, :school
"abjuration", :name "Primordial Ward", :duration "Concentration, up to 1
minute", :level 6, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid
true}, :disabled? true, :range "Self"}, :investiture-of-flame {:description "Flames
race across your body, shedding bright light in a 30-foot radius and dim light for
an additional 30 feet for the spell’s duration. The flames don’t harm you. Until
the spell ends, you gain the following benefits:\n• You are immune to fire damage
and have resistance to cold damage.\n• Any creature that moves within 5 feet of you
for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You
can use your action to create a line of fire 15 feet long and 5 feet wide extending
from you in a direction you choose. Each creature in the line must make a Dexterity
saving throw. A creature takes 4d8 fire damage on a failed save, or half as much
damage on a successful one.", :key :investiture-of-flame, :school
"transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10
minutes", :level 6, :option-pack "Elemental Evil", :casting-time "1
action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid
true}, :disabled? true, :range "Self"}, :immolation {:description "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. At the end of each of its turns, the target repeats the saving
throw. It takes 4d6 fire damage on a failed save, and the spell ends on a
successful one. These magical flames can’t be extinguished by nonmagical means.\nIf
damage from this spell kills a target, the target is turned to
ash.", :key :immolation, :school "evocation", :name "Immolation", :duration
"Concentration, up to 1 minute", :level 5, :option-pack "Elemental
Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell
{:description "Flames wreathe one creature you can see within range. The target
must make a Dexterity saving throw. It takes 7d6 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. At the end of each of its turns, the
target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the
spell ends on a successful one. These magical flames can’t be extinguished through
nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the
target is turned to ash.", :key :immolation, :school "evocation", :name
"Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-
lists {:wizard true, :sorcerer true}, :range "90 feet"}], :casting-time "1 action",
:spell-lists {:wizard true, :sorcerer true}, :disabled? true, :range "90
feet"}, :gust {:description "You seize the air and compel it to create one of the
following effects at a point you can see within range:\n• One Medium or smaller
creature that you choose must succeed on a Strength saving throw or be pushed up to
5 feet away from you.\n• You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. The
object is pushed up to 10 feet away from you. It isn’t pushed with enough force to
cause damage.\n• You create a harmless sensory affect using air, such as causing
leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a
breeze.", :key :gust, :school "transmutation", :name "Gust", :duration
"Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid
true, :sorcerer true, :wizard true}, :disabled? true, :range "30
feet"}}, :orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/languages {:aarakocra
{:option-pack "Elemental Evil", :name "Aarakocra", :key :aarakocra}, :auran
{:option-pack "Elemental Evil", :name "Auran", :key :auran}},
:orcpub.dnd.e5/subclasses {}, :disabled? false}, "UA - Giant Soul Sorcerer"
{:orcpub.dnd.e5/subclasses {:giant-soul {:class :sorcerer, :traits [{:name "Jotun
Resilience", :description "The resilience of giants flows through your body. At 1st
level, your hit point maximum increases by 1,and it increases by 1 again whenever
you gain a level in this class (enter this manually)."} {:name "Rage of Fallen
Ostoria", :description "Starting at 14th level, you gain the ability
to channel the souls of your ancestors into your physical form. When you start
casting a sorcerer spell on your turn and expend a spell slot, you can increase
your size by one category — from Medium to Large, for example. This increase lasts
for 1 minute. It ends early if you die or are incapacitated. Until it ends, you
enjoy the following benefits:\n • Your current hit points and your hit point
maximum both increase by 1 per sorcerer level.\n • Your reach increases by 5
feet.\n • Your walking speed increases by 5 feet.\n • You have advantage on
Strength checks and Strength saving throws.\n • You gain a bonus to the damage
rolls of your melee weapon attacks; the bonus equals your Constitution modifier
(minimum of +1).\n Once you use this feature, you can't use it again until you
finish a short or long rest.", :level 14} {:level 18, :description "At 18th level,
your Constitution score increases by 2, up to a maximum of 22 (enter this
manually).\n In addition, you can now use Rage of Fallen Ostoria twice between
rests, but no more than once on a turn. If you use that feature while under its
effects, its increases to your size, hit points, reach, and walking speed are
cumulative.", :name "Blessing of the All Father"} {:name "Mark of
Ordning", :description "At 1st level, you discover innate magical abilities within
yourself that are based on your giant heritage. Selecting one of the giant types
grants you additional spells at 1st and 3rd level. These spells count as sorcerer
spells for you, but they don't count against your number of sorcerer spells
known."} {:description "Starting at 6th level, you gain a benefit whenever you cast
one of the spells granted by your Mark of the Ordning Feature.", :level 6, :name
"Soul of Lost Ostoria"}], :level-modifiers [], :option-pack "UA - Giant Soul
Sorcerer", :name "Giant Soul", :level-selections [{:type :mark-of-the-ordning}
{:type :soul-of-lost-ostoria, :level 6}], :key :giant-soul}},
:orcpub.dnd.e5/selections {:mark-of-the-ordning {:options [{:description "At 1st
you learn the fog cloud and minor illusion spells. At 3rd level you learn the
invisibility spell. These spells count as sorcerer spells for you, but they don't
count against your number of sorcerer spells known.", :name "Cloud Giant"} {:name
"Fire Giant", :description "At 1st you learn the burning hands and fire bolt
spells. At 3rd level you learn the flaming sphere spell. These spells count as
sorcerer spells for you, but they don't count against your number of sorcerer
spells known."} {:name "Frost Giant", :description "At 1st you learn the armor of
Agathys and ray of frost spells. At 3rd level you learn the hold person spell.
These spells count as sorcerer spells for you, but they don't count against your
number of sorcerer spells known."} {:name "Hill Giant", :description "At 1st you
learn the heroism and shillelagh spells. At 3rd level you learn the enlarge/reduce
spell. These spells count as sorcerer spells for you, but they don't count against
your number of sorcerer spells known."} {:description "At 1st you learn the
entangle and resistance spells. At 3rd level you learn the spike growth spell.
These spells count as sorcerer spells for you, but they don't count against your
number of sorcerer spells known.", :name "Stone Giant"} {:description "At 1st you
learn the shocking grasp and thunderwave spells. At 3rd level you learn the gust of
wind spell. These spells count as sorcerer spells for you, but they don't count
against your number of sorcerer spells known.", :name "Storm Giant"}], :option-pack
"UA - Giant Soul Sorcerer", :name "Mark of the Ordning", :key :mark-of-the-
ordning}, :soul-of-lost-ostoria {:options [{:name "Cloud Giant", :description
"Immediately after you cast any of your Mark of the Ordning spells, you can
magically teleport as a bonus action. You teleport to an unoccupied space you can
see that is no farther away than a number of feet equal to 10+ your Constitution
modifier."} {:name "Fire Giant", :description "You gain a bonus to the damage rolls
of your Mark of the Ordning spells. The bonus equals your Constitution modifier
(minimum of +1)."} {:name "Frost Giant", :description "Immediately after you cast
any of your Mark of the Ordning spells, you gain temporary hit points equal to your
Constitution modifier (minimum of 1). But if the spell is armor of Agathys, you
instead increase its temporary hit points by an amount equal to your Constitution
modifier (minimum of 1)."} {:name "Hill Giant", :description "Immediately after you
cast any of your Mark of the Ordning spells, you can target up to two creatures
within 5 feet of you that you can see. Each targetm ust succeed on a Strength
saving throw against your spell save DC or be pushed a number of feet away from you
equal to 5 + your Constitution modifier (minimum of +1). A target can choose to
fail this save."} {:name "Stone Giant", :description "Immediately after you cast
any of your Mark of the Ordning spells, you gain a bonus to AC equal to your
Constitution modifier (minimum of +1) until the end of your next turn."} {:name
"Storm Giant", :description "Immediately after you cast any of your Mark of the
Ordning spells, up to three creatures of your choice that you can see within 30
feet of you take lightning damage equal to your Constitution modifier (minimum of
1)."}], :option-pack "UA - Giant Soul Sorcerer", :name "Soul of Lost Ostoria", :key
:soul-of-lost-ostoria}}}, "UA - Cleric, Druid, and Wizard"
{:orcpub.dnd.e5/subclasses {:twilight-domain {:class :cleric, :traits [{:name
"Bonus Proficiencies", :description "You gain proficiency with martial weapons and
heavy armor."} {:description "Your eyes are blessed, allowing you to see through
the deepest gloom. You have darkvision with no maximum range; you can see in dim
light as if it were bright light and in darkness as if it were dim light.\n As an
action, you can magically give the benefit of this feature to any number of
creatures you can see within 10 feet of you. The shared benefit lasts for 10
minutes. You can extend this benefit a number of times equal to your Wisdom
modifier (a minimum of once), and you regain all expended uses when you finish a
long rest.", :name "Eyes of Night"} {:name "Vigilant Blessing", :description "The
night has taught you to be vigilant. As an action, you give one creature you touch
(including possibly yourself) advantage on the next initiative roll the creature
makes. This benefit ends immediately after the roll or if you use this feature
again."} {:name "Channel Divinity: Twilight Sanctuary", :description "You can use
your Channel Divinity to refresh your allies with soothing twilight.\n As an
action, you present your holy symbol, and a sphere of twilight emanates from you.
The sphere is centered on you, has a 30-foot radius, and is filled with dim light.
The sphere moves with you, and it lasts for 1 minute or until you are incapacitated
or die. Whenever a creature (including you) ends its turn in the sphere, you can
grant that creature one of these benefits: \n • Give it 1d8 temporary hit
points.\n • End one effect causing it to be charmed or frightened.", :level 2}
{:level 6, :description "You draw strength from your connection to twilight and
find yourself at home within its dark embrace, gaining two benefits:\n • You have
advantage on saving throws against being frightened.\n • If you are in dim light
or darkness, you can use a bonus action to magically give yourself a flying speed
equal to your walking speed until the end of your next turn.", :name "Steps of the
Brave"} {:name "Divine Strike", :level 8, :description "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
psychic damage. When you reach 14th level, the extra damage increases to 2d8."}
{:level 17, :name "Midnight Shroud", :description "You can harness the shrouding
power of night to protect your allies and stymie your foes. Whenever you cast the
darkness spell using a spell slot, you can choose a number of creatures that you
can see (including yourself) equal to your Wisdom modifier (minimum of one). The
chosen creatures can see through the darkness."}], :level-modifiers
[{:type :weapon-prof, :value :martial} {:type :armor-
prof, :value :heavy}], :option-pack "UA - Cleric, Druid, and Wizard", :name
"Twilight Domain", :cleric-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :darkness,
1 :invisibility}, 3 {0 :aura-of-vitality, 1 :leomunds-tiny-hut}, 4 {0 :aura-of-
life, 1 :greater-invisibility}, 5 {0 :circle-of-power, 1 :dream}}, :key :twilight-
domain}, :circle-of-wildfire {:class :druid, :traits [{:name "Circle
Spells", :description "You have formed a mystical bond with a wildfire spirit, a
primal being of creation and destruction. Your link with this spirit grants you
access to certain spells. At 2nd level, you learn the fire bolt cantrip.", :level
2} {:name "Summon Wildfire", :description "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.\n The spirit
appears in an unoccupied space of your choice 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 2d10 fire
damage.\n The wildfire spirit is friendly to you and your companions and obeys
your commands. See this creature's game statistics in the wildfire spirit stat
block. You determine the spirit's appearance. Some spirits take the form of a
humanoid figure made of gnarled branches covered in flame, while others look like
beasts wreathed in fire.\n In combat, the wildfire spirit shares your initiative
count, but it
takes its turn immediately after yours. The only action it takes on its turn is
the Dodge action, unless you take a bonus action on your turn to command it to take
one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide
action.\n The wildfire spirit manifests for 1 hour, until it is reduced to 0hit
points, or until you use your Wild Shape again.", :level 2} {:level 6, :name
"Enhanced Bond", :description "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 to one roll of the spell equal to the number rolled.\n In
addition, when you cast a spell with a range other than self, the spell can
originate from you or your wildfire spirit."} {:level 10, :name "Flames of
Life", :description "You gain the ability to turn death into flames of vitality.
When a Small or larger creature that you can see dies within 30 feet of you or your
wildfire spirit, you can use your reaction to cause primal flames to spring from
the body. When a creature you can see touches these flames, the creature regains
hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier.
The flames vanish after a creature has touched them or after 1 minute.\n You can
use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses when you finish a long rest."} {:name "Blazing
Endurance", :level 14, :description "The bond with your wildfire spirit is
exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0
hit points and don't die outright, you drop to 1 hit point instead and gain
temporary hit points equal to five times your druid level, and each creature of
your choice within 30 feet of you that you can see takes fire damage equal to 2d10
+ your druid level.\n Once you use this feature, you can't use it again until you
finish a long rest."}], :level-modifiers [{:type :spell, :value {:key :fire-
bolt, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 3, :value
{:level 2, :key :locate-animals-or-plants, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 3, :value {:level 2, :key :scorching-
ray, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 5, :value
{:level 3, :key :fireball, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 5, :value {:level 3, :key :plant-
growth, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 7, :value
{:level 4, :key :aura-of-life, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 7, :value {:level 4, :key :fire-
shield, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 9, :value
{:level 5, :ability :orcpub.dnd.e5.character/wis, :key :flame-strike}}
{:type :spell, :level 9, :value {:level 5, :key :raise-
dead, :ability :orcpub.dnd.e5.character/wis}}], :option-pack "UA - Cleric, Druid,
and Wizard", :name "Circle of Wildfire", :key :circle-of-wildfire}, :school-of-
onomancy {:class :wizard, :traits [{:name "Bonus Proficiencies", :description "You
learn one language of your choice and gain proficiency with calligrapher's tools.
Enter the language proficiency manually.", :level 2} {:name "Extract Name", :level
2, :description "You can magically compel a creature to divulge its true name. As a
bonus action, you target one creature you can see within 60 feet of you. The target
must make a Wisdom saving throw against your spell save DC. On a successful save,
you discern that this magic failed, and you can't use this feature on the target
again. On a failed save, the target is charmed by you until the end of your next
turn, and you mentally learn the charmed target's name or the fact that the target
lacks a name.\n You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all expended uses of it
when you finish a long rest."} {:level 2, :name "Fateful Naming", :description "You
can bend magic to assist or hinder creatures through the power of their true names,
and even use those names as an anchor to affect others around them. The bane and
bless spells are wizard spells for you, and you add them to your spellbook. You
always have them prepared, yet they don't count against the number of spells you
can prepare.\n You can cast either spell without expending a spell slot if you
speak the true name of one target of the spell as part of casting it. You can cast
the spells in this way a number of times equal to your Intelligence modifier (a
minimum of once), and you regain all expended uses when you finish a long rest."}
{:name "Resonant Utterance", :description "You learn words of power called
Resonants, which allow you to tailor your spells through the use of a target's true
name.\n\nResonants Known. When you gain this feature, you learn two Resonants of
your choice, which are detailed in the “Resonant Options” section at
https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf. Each time
you gain a level in this class, you can replace one resonant you know with a
different one.\n\nUsing a Resonant. You can use one Resonant when you cast a wizard
spell with a spell slot and speak the true name of one creature targeted by the
spell. Speaking the name is part of casting the spell.\n\nYou can use Resonants a
number of times equal to half of your wizard level (round down), and you regain all
expended uses when you finish a long rest.", :level 6} {:description "You learn two
new Resonants of your choice from your Resonant Utterance feature.", :name
"Inexorable Pronouncement", :level 10} {:level 14, :description "You have learned
how to bypass a named creature's defenses against certain types of damage. When you
cast a spell that deals damage to a creature whose true name you speak as part of
casting the spell, you can cause the spell to deal force or psychic damage to the
creature, instead of the spell's normal damage type.", :name "Relentless Naming"}],
:level-modifiers [{:type :tool-prof, :value :calligraphers-supplies, :level 2}
{:type :spell, :level 2, :value {:level
1, :key :bane, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
2, :value {:level 1, :key :bless, :ability
:orcpub.dnd.e5.character/int}}], :option-pack "UA - Cleric, Druid, and
Wizard", :name "School of Onomancy", :key :school-of-onomancy, :level-selections
[{:type :resonants, :level 10, :num 4} {:type :resonants, :level 6, :num
2}]}}, :orcpub.dnd.e5/monsters {:wildfire-spirit {:senses "darkvision 60 ft.,
passive Perception 12", :description "HP. The wildfire spirits HP is equal to the
wildfire spirit's Constitution modifier + your Wisdom modifier + five times your
level in the druid class.\n\nLanguages. The wildfire spirits understands the
languages you speak.\n\nSoul Bond. The following numbers increase by 1 when your
proficiency bonus increases by 1: the spirit's skill and saving throw bonuses
above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of
its Fiery Teleportation.", :armor-notes "natural armor", :key :wildfire-
spirit, :int 13, :speed "20 ft., fly 30 ft. (hover)", :name "Wildfire
Spirit", :alignment "any chaotic alignment", :cha 11, :hit-points {:die-count
1, :die 4}, :type :elemental, :size :small, :option-pack "UA - Cleric, Druid, and
Wizard", :armor-class 13, :skills {:nature 4}, :str 10, :saving-throws {:dex
4, :con 4, :wis 4}, :con 14, :dex 14, :wis 15, :props {:damage-immunity {:fire
true}, :condition-immunity {:charmed true, :frightened true, :grappled true, :prone
true, :restrained true}}, :traits [{:name "Flame Seed (Requires Your Bonus
Action)", :description "Ranged Weapon Attack: +4 to hit, range 30 ft., one target
you can see. Hit: 1d6 + 2 fire damage.", :type :action} {:description "The spirit
and each willing creature of your choice within 5 feet of it teleport up to 30 feet
to unoccupied spaces you can see. Each creature within 10 feet of the space that
the spirit left must succeed on a Dexterity saving throw against your spell save DC
or take 1d6 + 2 fire damage.", :name "Fiery Teleportation (Recharges after a Short
or Long Rest)", :type :action}]}}, :orcpub.dnd.e5/selections {:resonants {:options
[{:description "When you cast a spell that deals damage to the named target, you
gain 3d6 temporary hit points. The number of temporary hit points you gain
increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this
class.", :name "Absorption"} {:description "If the spell requires the named
creature to make a saving throw, that creature has disadvantage on the first save
it makes against the spell.", :name "Devastation"} {:description "The first time
the named creature takes damage from the spell, that creature takes an extra 2d8
force damage.The extra force damage increases by 1d8 when you reach 10th level
(3d8) and 14th level (4d8) in this class.", :name "Dissolution"} {:description "If
the named target is affected by any other spells, you know what those spells are,
and you can attempt to end one of your choice by succeeding on an Intelligence
check with a DC equal to 10 + the level of the chosen spell.", :name
"Nullification"} {:description "The first time the named creature takes damage from
the spell, you can knock the creature prone or move it up to 10 feet, either
directly toward you or away from you.", :name "Puppetry"} {:description "If the
named creature is within range of the spell, you can target the creature with the
spell even if you can't see the creature or it has total cover against the spell.",
:name "Sympathy"}], :name "Resonants", :option-pack "UA - Cleric, Druid, and
Wizard", :key :resonants}}}, "Adventurers League - Locathah Rising"
{:orcpub.dnd.e5/races {:locathah {:key :locathah, :speed 30, :name
"Locathah", :abilities {:orcpub.dnd.e5.character/str
2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Locathah Rising",
:help "These resilient and proud fish-folk have endured war, slavery, and
mistreatment at the hands of other aquatic creatures. They dwell in submerged
tribal communities along seacoasts, and hunt both above and below the
water.", :languages #{"Aquan" "Common"}, :props {:swimming-speed 30, :skill-prof
{:athletics true, :perception true}}, :traits [{:name "Natural Armor", :description
"You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your
Dexterity modifier. You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield's benefits apply as normal
while you use your natural armor."} {:name "Leviathan Will", :description "You have
advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep."} {:name "Limited Amphibiousness", :description "You can
breathe air and water, but you need to be submerged at least once every 4 hours to
avoid suffocating."} {:description "You have proficiency in the Athletics and
Perception skills.", :name "Observant & Athletic"}]}}, :orcpub.dnd.e5/monsters
{:shoalar-quaderil {:senses "passive Perception 10", :description "Amphibious.
Shoalar can breathe air and water.\n\nInnate Spellcasting. Shoalar’s innate
spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell
attacks). He can innately cast the following spells:\n\nAt will: shape
water\n1/day: create or destroy water\n\nSpellcasting. Shoalar is a 7th-level
spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). He knows the following sorcerer spells:\n\nCantrips (at will): acid
splash, chill touch, light, prestidigitation, ray of frost\n1st level (4 slots):
disguise self, mage armor, shield\n2nd level (3 slots): hold person, misty step\
n3rd level (3 slots): lightning bolt, tidal wave\n4th level (1 slot): watery
sphere", :armor-notes "(14 with mage armor)", :key :shoalar-quaderil, :int
14, :speed "30 ft., swim 30 ft.", :name "Shoalar Quaderil", :alignment "lawful
evil", :cha 18, :hit-points {:die-count 10, :die 8, :modifier 30}, :type :humanoid,
:size :medium, :option-pack "Locathah Rising", :armor-class 11, :skills {:arcana 5,
:deception 7, :insight 3, :persuasion 7}, :str 12, :challenge 6, :con 16, :dex
12, :wis 10, :props {:damage-resistance {:acid true, :lightning true, :thunder
true}, :language {:aquan true, :common true}}, :traits
[{:type :action, :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :name
"Dagger"}]}, :drowned-blade {:senses "darkvision 60 ft., passive Perception
9", :description "Languages. Understands the languages it knew in life but can’t
speak.\n\nBottom Treader. The drowned blade cannot swim, and it sinks to the bottom
of any body of water. It takes no penalties to its movement or attacks underwater.
It is immune to the effects of being underwater at a depth greater than 100 feet.\
n\nBound Together. The drowned blade shares its mind with every other drowned one
within 1 mile of it, and can communicate its thoughts and observations to them
instantaneously and without limitation.\n\nUndead Fortitude. If damage reduces the
drowned blade to 0 hit points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
success, the drowned ascetic drops to 1 hit point instead.", :key :drowned-
blade, :int 3, :speed "30 ft.", :name "Drowned Blade", :alignment "chaotic
evil", :cha 5, :hit-points {:die-count 6, :die 8, :modifier
18}, :type :undead, :size :medium, :option-pack "Locathah Rising", :armor-class 10,
:str 16, :challenge 2, :con 16, :dex 8, :wis 9, :props {:damage-immunity {:poison
true}, :condition-immunity {:poisoned true}}, :traits [{:description "The drowned
blade makes two rusted longsword attacks.", :name "Multiattack", :type :action}
{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
+ 3) slashing damage, and the target must succeed on a DC 12 Constitution saving
throw or contract bluerot (see the “Bluerot” sidebar on page 16 of Locathah
Rising).", :type :action, :name "Rusted Longsword"}]}, :amble {:senses "passive
Perception 18", :description "Hearth of Moonlight and Shadow. At the start of a
short or long rest, Amble can touch a point in space, and an invisible, 30-foot-
radius sphere of magic appears, centered on that point. Total cover blocks the
sphere.\n While within the sphere, Amble and their allies gain a +5 bonus to
Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames
in the sphere isn’t visible outside it.\n The sphere vanishes at the end of the
rest or when Amble leaves the sphere.\n\nHold Breath. Amble can hold their breath
for up to 1 hour at a time.\n\nSpellcasting. Amble is a 12th-level spellcaster.
Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks). Amble has the following druid spells prepared:\n\nCantrips (at will):
guidance, mending, shape water, shillelagh\n1st level (4 slots): absorb elements,
cure wounds, entangle, speak with animals\n2nd level (3 slots): darkvision, hold
person, lesser restoration, moonbeam\n3rd level (3 slots): conjure animals, dispel
magic, water breathing\n4th level (3 slots): charm monster, freedom of movement\
n5th level (2 slots): greater restoration, mass cure wounds\n6th level (1 slot):
conjure fey", :armor-notes "(natural armor, ring of protection)", :key :amble, :int
10, :speed "30 ft.", :name "Amble", :alignment "neutral good", :cha 14, :hit-points
{:die-count 12, :die 8, :modifier 36}, :type :humanoid, :size :medium, :option-pack
"Locathah Rising", :armor-class 18, :skills {:animal-handling 8, :insight
8, :medicine 8, :perception 8, :survival 8}, :str 14, :saving-throws {:str 3, :dex
1, :con 4, :int 5, :wis 9, :cha 3}, :challenge 10, :con 16, :dex 10, :wis
18, :props {:language {:common true, :aquan true, :druidic true}}, :traits
[{:type :action, :name "Change Shape (2/Day)", :description "Amble magically
polymorphs into a beast with a challenge rating of 1 or less, and can remain in
this form for up to 6 hours. Amble’s equipment melds with their new form. Amble
reverts to their true form if they die or fall unconscious. Amble can revert to
their true form using a bonus action on their turn.\n Amble’s game statistics are
replaced by the statistics of the beast, but they retain their alignment,
personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all
their skill and saving throw proficiencies, in addition to gaining those of the
creature. If the creature has the same proficiency as Amble and the bonus in its
stat block is higher, use the creature’s bonus instead of Amble’s.\n When Amble
transforms, they assume the beast’s hit points and Hit Dice. When Amble reverts to
their normal form, they return to the number of hit points they had before they
transformed. However, if Amble reverts as a result of dropping to 0 hit points, any
excess damage carries over their normal form.\n Amble can’t cast spells, and
their ability to speak or take any action that requires hands is limited to the
capabilities of their beast form. Transforming doesn’t break Amble’s concentration
on a spell they’ve already cast however, or prevent them from taking actions that
are part of a spell."} {:type :action, :description "Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", :name "Claws"}
{:description "Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning
damage with shillelagh.", :type :action, :name "Club"} {:description "Amble can
choose one creature they can see within 120 feet of them and spend up to 6d6 of
their die pool. Roll the spent dice and add them together. The target regains a
number of hit points equal to the total. The target also gains 1 temporary hit
point per die spent. Amble regains all expended dice when they finish a long
rest.", :name "Balm of the Summer Court (12d6) (Bonus Action)"} {:description
"Amble may teleport up to 60 feet to an unoccupied space they can see.", :name
"Hidden Paths (4/Day) (Bonus Action)"}]}, :sahuagin-deep-diver {:senses "darkvision
120 ft., passive Perception 15", :description "Blood Frenzy. The deep diver has
advantage on melee attack rolls against any creature that doesn’t have all its hit
points.\n\nBrine Lurker. The deep diver has advantage on Dexterity (Stealth) checks
made while submerged in water.\n\nLimited Amphibiousness. The deep diver can
breathe air and water, but he needs to be submerged at least once every 4 hours to
avoid suffocating.\n\nLure. The deep diver can cause its lure to light up or darken
at will. While the lure is lit, the deep diver sheds bright light in a 30-foot
radius centered on itself and dim light for an additional 20 feet.\n\nShark
Telepathy. The deep diver can magically command any shark within 120 feet of him,
using a limited telepathy.", :armor-notes "(Natural Armor)", :key :sahuagin-deep-
diver, :int 12, :speed "30 ft., swim 40 ft.", :name "Sahuagin Deep
Diver", :alignment "lawful evil", :cha 9, :hit-points {:die-count 14, :die
8, :modifier 28}, :type :humanoid, :size :medium, :option-pack "Locathah
Rising", :armor-class 15, :skills {:perception 5, :stealth 5}, :str 14, :saving-
throws {:con 4, :wis 3}, :challenge 4, :con 15, :dex 16, :wis 13, :props {:language
{:sahuagin true}}, :traits [{:type :action, :description "The deep diver makes two
attacks with its glaive, or one attack with its bite and two with its
claws.", :name "Multiattack"} {:description "Melee Weapon Attack: +4 to hit, reach
10 ft., one target.
Hit: 13 (2d10 + 2) slashing damage.", :type :action, :name "Glaive"} {:description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.", :type :action, :name "Bite"} {:description "Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage.", :type :action, :name "Claws"} {:description "The deep diver pulses
magical light from its lure. Any creature within 30 feet of the deep diver that can
see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the
end of its next turn. A creature charmed in this way is incapacitated as it stares
at the light.", :type :action, :name "Light of Sekolah"}]}, :young-kraken {:senses
"truesight 120 ft., passive Perception 14", :description "Languages. Telepathy 60
ft. but can't speak.\n\nAmphibious. The kraken can breathe air and water.", :armor-
notes "(natural armor)", :key :young-kraken, :int 19, :speed "20 ft., swim 50 ft.",
:name "Young Kraken", :alignment "chaotic evil", :cha 17, :hit-points {:die-count
18, :die 12, :modifier 90}, :type :monstrosity, :size :huge, :option-pack "Locathah
Rising", :armor-class 16, :str 24, :saving-throws {:str 12, :dex 5, :con 10, :int
9, :wis 7}, :challenge 14, :con 20, :dex 11, :wis 15, :props {:damage-resistance
{:lightning true, :piercing true, :slashing true, :bludgeoning true}, :condition-
immunity {:frightened true, :paralyzed true}, :language {:abyssal true, :celestial
true, :infernal true, :primordial true}}, :traits [{:type :action, :description
"The kraken makes two tentacle attacks, each of which it can replace with one use
of Fling.", :name "Multiattack"} {:type :action, :description "Melee Weapon Attack:
+12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the
target is a Medium or smaller creature grappled by the kraken, that creature is
swallowed and the grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects outside the
kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s
turns. One Medium or two smaller creatures can be swallowed at the same time.\n
If the kraken takes 35 damage or more on a single turn from a creature inside it,
the kraken must succeed on a DC 23 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall prone in spaces within 10
feet of the kraken. If the kraken dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 10 feet of movement, exiting
prone.", :name "Bite"} {:type :action, :description "Melee Weapon Attack: +12 to
hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
is grappled (escape DC 20). Until the grapple ends, the target is restrained. The
kraken has ten tentacles, each of which can grapple one target.", :name "Tentacle"}
{:type :action, :description "One Medium or smaller object held, or creature
grappled, by the kraken is thrown up to 40 feet in a random direction and knocked
prone. If a thrown target strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown. If the target is thrown at
another creature, that creature must succeed on a DC 13 Dexterity saving throw or
take the same damage and be knocked prone.", :name "Fling"}
{:type :action, :description "The kraken magically creates a bolt of lightning,
which can strike a target the kraken can see within 90 feet of it. The target must
make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed
save, or half as much damage on a successful one.", :name "Lightning
Strike"}]}, :fhenimore-kraken-priest-variant- {:senses "passive Perception
15", :description "Amphibious. Fhenimore can breathe air and water.\n\nBlood
Frenzy. Fhenimore has advantage on melee attack rolls against any creature that
doesn’t have all its hit points.\n\nInnate Spellcasting. Fhenimore’s spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can
innately cast the following spells, requiring no material components:\n\nAt will:
command, create or destroy water\n3/day each: control water, darkness, water
breathing, water walk\n1/day each: Evard’s black tentacles, lightning
bolt", :armor-notes "(natural armor)", :key :fhenimore-kraken-priest-variant-, :int
10, :speed "30 ft., swim 30 ft.", :name "Fhenimore (Kraken Priest
Variant)", :alignment "neutral evil", :cha 14, :hit-points {:die-count 10, :die
8, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Locathah
Rising", :armor-class 13, :skills {:perception 5}, :str 13, :challenge 5, :con
16, :dex 10, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:aquan true, :common true}}, :traits
[{:type :action, :description "Fhenimore can attack once with her bite attack and
once with Thunderous Touch.", :name "Multiattack"} {:type :action, :description
"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
piercing damage.", :name "Bite"} {:type :action, :description "Melee Weapon Attack:
+7 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.", :name
"Thunderous Touch"}]}, :drowned-master {:senses "darkvision 60 ft., passive
Perception 20", :description "Languages. Understands the languages it knew in life
but can’t speak.\n\nBound Together. The drowned master shares its mind with every
other drowned one within 1 mile of it, and can communicate its thoughts and
observations to them instantaneously and without limitation.\n\nCold Aura. At the
start of each of the drowned master’s turns, each creature within 5 feet of it
takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it
with a melee attack while within 5 feet of it takes 5 (1d10) cold damage.\n\nUndead
Fortitude. If damage reduces the drowned master to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the damage taken, unless the damage is
radiant or from a critical hit. On a success, the drowned master drops to 1 hit
point instead.", :legendary-actions {:description ""}, :armor-notes "(natural
armor)", :key :drowned-master, :int 9, :speed "30 ft., swim 30 ft", :name "Drowned
Master", :alignment "chaotic evil", :cha 12, :hit-points {:die-count 21, :die
8, :modifier 63}, :type :undead, :size :medium, :option-pack "Locathah
Rising", :armor-class 14, :skills {:perception 10}, :str 17, :saving-throws {:con
7, :wis 6}, :challenge 9, :con 16, :dex 12, :wis 14, :props {:damage-immunity
{:poison true}, :condition-immunity {:poisoned true}}, :traits [{:description "The
drowned master makes two attacks: one with its greatsword and one with its Life-
Draining Tentacle.", :type :action, :name "Multiattack"}
{:type :action, :description "Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the
target must succeed on a DC 12 Constitution saving throw or contract bluerot (see
the “Bluerot” sidebar on page 16 of Locathah Rising).", :name "Hand Crossbow"}
{:type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold damage, and the target
must succeed on a DC 12 Constitution saving throw or contract bluerot (see the
“Bluerot” sidebar on page 16 of Locathah Rising).", :name "Dagger"} {:type :action,
:description "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10
(2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving
throw or have its hit point maximum reduced by an amount equal to the damage taken.
The target dies if this effect reduces its hit point maximum to 0. This reduction
lasts until the target finishes a long rest. On a failed save, the target also
contracts bluerot (see the “Bluerot” sidebar on page 16 of Locathah
Rising).", :name "Life-Draining Tentacle"} {:type :action, :description "The
drowned master discharges foul ink in front of itself in a 30-foot cone. Each
creature caught in the ink must make a DC 15 Constitution saving throw, taking 27
(6d8) necrotic damage on a failed save or half as much damage on a successful one.
A creature that fails this saving throw is blinded until the end of its next turn
and contracts bluerot (see the “Bluerot” sidebar on page 16 of Locathah
Rising).", :name "Necrotic Ink (Recharge 5–6)"}]}, :sea-lion-monstrosity- {:senses
"passive Perception 14", :description "Amphibious. The sea lion can breathe air and
water.\n\nKeen Smell. The sea lion has advantage on Wisdom (Perception) checks that
rely on smell.\n\nPack Tactics. The sea lion has advantage on an attack roll
against a creature if at least one of the sea lion’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.\n\nSwimming Leap. With a 10-foot
swimming start, the sea lion can long jump out of or across the water up to 25
feet.", :armor-notes "(natural armor)", :key :sea-lion-monstrosity-, :int 3, :speed
"10 ft., swim 40 ft.", :name "Sea Lion (Monstrosity)", :alignment "unaligned", :cha
8, :hit-points {:die-count 12, :die 10, :modifier
24}, :type :monstrosity, :size :large, :option-pack "Locathah Rising", :armor-class
15, :skills {:perception 4, :stealth 5}, :str 17, :challenge 5, :con 15, :dex
15, :wis 12, :traits [{:type :action, :description "The sea lion makes three
attacks: one bite attack and two claw attacks.", :name "Multiattack"}
{:type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.", :name "Bite"}
{:type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.", :name "Claw"}]}, :gar-shatterkeel
{:senses "passive Perception 20", :description "Amphibious. Gar can breathe air and
water.\n\nLegendary Resistance
(3/Day). If Gar fails a saving throw, he can choose to succeed instead.\n\
nSpellcasting. Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom
(spell save DC 18, +10 to hit with spell attacks). He has the following druid
spells prepared:\n\nCantrips (at will): frost bite, mending, resistance, shape
water, thunderclap*\n1st level (4 slots): create or destroy water, charm person,
cure wounds, thunderwave\n2nd level (3 slots): darkvision, hold person, mirror
image*, misty step*, pass without trace, protection from poison\n3rd level (3
slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*\
n4th level (3 slots): charm monster, control water*, dominate beast, freedom of
movement*, watery sphere\n5th level (2 slot): conjure elemental*, maelstrom,
scrying*, tree stride\n6th level (1 slot): heal\n7th level (1 slot): plane shift\
n*Circle spells don’t count against spells prepared.\n\nWater Walk. Gar can stand
and move on liquid surfaces as if they were solid ground.\n\nWatery Fall. When Gar
drops to 0 hit points, his body collapses into a pool of inky water that rapidly
disperses. Except for Wave and his claw, anything he was wearing or carrying is
left behind.", :legendary-actions {:description "Gar can take 3 legendary actions,
choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. Gar regains spent legendary
actions at the start of his turn.\n\nMove. Gar moves up to his speed without
provoking opportunity attacks.\nClaw. Gar makes one attack with his claw.\nWave
(Costs 2 Actions). Gar makes one attack with Wave with advantage."}, :armor-notes
"(natural armor)", :key :gar-shatterkeel, :int 12, :speed "30 ft., swim 30
ft.", :name "Gar Shatterkeel", :alignment "neutral evil", :cha 14, :hit-points
{:die-count 17, :die 8, :modifier 68}, :type :humanoid, :size :medium, :option-pack
"Locathah Rising", :armor-class 17, :skills {:nature 11, :perception 10, :survival
10}, :str 16, :challenge 15, :con 18, :dex 16, :wis 20, :props {:damage-resistance
{:cold true}, :language {:aquan true, :common true}}, :traits
[{:type :action, :description "Gar makes two melee attacks, one with his claw and
one with Wave.", :name "Multiattack"} {:type :action, :description "Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage,
and the target is grappled (escape DC 16). Until the grapple ends, Gar can’t attack
other creatures with his claw.", :name "Claw"} {:description "Melee or Ranged
Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6
+ 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If
Gar scores a critical hit with this weapon, the target takes extra necrotic damage
equal to half its hit point maximum.", :type :action, :name "Wave"} {:description
"Power ripples out in a 60- foot radius sphere from a point within range (150 ft.)
as the will of Umberlee affects all in her watery embrace. Each creature in that
area must succeed on a DC 18 Constitution saving throw. On a failed save, the
creature can’t use reactions, its speed is halved, and it can’t make more than one
attack on its turn. In addition, the creature can use either an action or a bonus
action on its turn, but not both. These effects last for 1 minute. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself with a successful save. This only affects targets that are submerged or
floating in water. Gar Shatterkeel and any undead serving him are immune to this
effect.", :type :action, :name "Umberlee’s Wake (Recharge 5–6)"}]}, :sahuagin-
blademaster {:senses "darkvision 120 ft., passive Perception 10", :description
"Blood Frenzy. The sahuagin has advantage on melee attack rolls against any
creature that doesn’t have all its hit points.\n\nLimited Amphibiousness. The
sahuagin can breathe air and water, but he needs to be submerged at least once
every 4 hours to avoid suffocating.\n\nShark Telepathy. The sahuagin can magically
command any shark within 120 feet of him, using a limited telepathy.", :armor-notes
"(plate armor, shield)", :key :sahuagin-blademaster, :int 14, :speed "30 ft., swim
40 ft.", :name "Sahuagin Blademaster", :alignment "lawful evil", :cha 17, :hit-
points {:die-count 15, :die 8, :modifier
30}, :type :humanoid, :size :medium, :option-pack "Locathah Rising", :armor-class
20, :skills {:athletics 6, :intimidation 4}, :str 19, :saving-throws {:str 6, :con
5}, :challenge 6, :con 16, :dex 15, :wis 13, :props {:language {:sahuagin
true}}, :traits [{:name "Multiattack", :type :action, :description "The blademaster
makes three attacks with its wavecutter blade, or one attack with its bite and two
with its claws."} {:type :action, :description "Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", :name "Wavecutter
Blade"} {:type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.", :name "Bite"}
{:type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.", :name "Claws"}]}, :drowned-assassin
{:senses "darkvision 60 ft., passive Perception 9", :description "Languages.
Understands the languages it knew in life but can’t speak.\n\nBottom Treader. The
drowned assassin cannot swim, and it sinks to the bottom of any body of water. It
takes no penalties to its movement or attacks underwater. It is immune to the
effects of being underwater at a depth greater than 100 feet.\n\nBound Together.
The drowned assassin shares its mind with every other drowned one within 1 mile of
it, and can communicate its thoughts and observations to them instantaneously and
without limitation.\n\nUndead Fortitude. If damage reduces the drowned assassin to
0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the
drowned assassin drops to 1 hit point instead.", :armor-notes "(leather
armor)", :key :drowned-assassin, :int 9, :speed "30 ft.", :name "Drowned Assassin",
:alignment "chaotic evil", :cha 16, :hit-points {:die-count 9, :die 8, :modifier
27}, :type :undead, :size :medium, :option-pack "Locathah Rising", :armor-class 14,
:str 15, :saving-throws {:dex 5, :con 5}, :challenge 4, :con 16, :dex 16, :wis
9, :props {:damage-immunity {:poison true}, :condition-immunity {:poisoned
true}}, :traits [{:type :action, :description "The drowned assassin makes two hand
crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or
Hide action.", :name "Multiattack"} {:description "Ranged Weapon Attack: +5 to hit,
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison
damage, and the target must succeed on a DC 12 Constitution saving throw or
contract bluerot (see the “Bluerot” sidebar on page 16 of Locathah Rising).", :name
"Hand Crossbow", :type :action} {:description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison
damage, and the target must succeed on a DC 12 Constitution saving throw or
contract bluerot (see the “Bluerot” sidebar on page 16 of Locathah Rising).", :type
:action, :name "Dagger"} {:description "The drowned assassin removes its mask,
revealing its rotting face. Each creature of the assassin’s choice within 30 feet
of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of its next turn.", :name "Reveal
(1/Day)", :type :action}]}, :giant-shark {:senses "blindsight 60 ft., passive
Perception 13", :description "Blood Frenzy. The shark has advantage on melee attack
rolls against any creature that doesn't have all its hit points.\n\nWater
Breathing. The shark can breathe only underwater.", :armor-notes "(natural armor)",
:key :giant-shark, :int 1, :speed "0 ft., swim 50 ft.", :name "Giant
Shark", :alignment "unaligned", :cha 5, :hit-points {:die-count 11, :die
12, :modifier 55}, :type :beast, :size :huge, :option-pack "Locathah
Rising", :armor-class 13, :skills {:perception 3}, :str 23, :challenge 5, :con
21, :dex 11, :wis 10, :traits [{:description "Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.", :type :action, :name
"Bite"}]}, :water-elemental-myrmidon {:senses "darkvision 60 ft., passive
Perception 10", :description "Magic Weapons. The myrmidon’s weapon attacks are
magical.", :armor-notes "(plate)", :key :water-elemental-myrmidon, :int 8, :speed
"40 ft., swim 40 ft.", :name "Water Elemental Myrmidon", :alignment "neutral", :cha
10, :hit-points {:die-count 17, :die 8, :modifier
51}, :type :elemental, :size :large, :option-pack "Locathah Rising", :armor-class
18, :str 18, :challenge 7, :con 15, :dex 14, :wis 10, :props {:damage-resistance
{:acid true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity
{:poison true}, :condition-immunity {:paralyzed true, :petrified true, :poisoned
true, :prone true}, :language {:aquan true}}, :traits [{:type :action, :description
"The myrmidon makes three trident attacks.", :name "Multiattack"}
{:type :action, :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4)
piercing damage if used with two hands to make a melee attack.", :name "Trident"}
{:type :action, :description "The myrmidon uses Multiattack. Each attack that hits
deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these
attacks has its speed reduced by 10 feet until the end of the myrmidon’s next
turn.", :name "Freezing Strikes (Recharge 6)"}]}, :drowned-ascetic {:senses
"darkvision 60 ft., passive Perception 9", :description "Languages. Understands
the languages it knew in life but can’t speak.\n\nBottom Treader. The drowned
ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no
penalties to its movement or attacks underwater. It is immune to the effects of
being underwater at a depth greater than 100 feet.\n\nBound Together. The drowned
ascetic shares its mind with every other drowned one within 1 mile of it, and can
communicate its thoughts and observations to them instantaneously and without
limitation.\n\nUndead Fortitude. If damage reduces the drowned ascetic to 0 hit
points, it must make a Constitution saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. On a success, the drowned
ascetic drops to 1 hit point instead.", :key :drowned-ascetic, :int 3, :speed "30
ft.", :name "Drowned Ascetic", :alignment "chaotic evil", :cha 5, :hit-points
{:die-count 10, :die 8, :modifier 30}, :type :undead, :size :medium, :option-pack
"Locathah Rising", :armor-class 13, :str 12, :saving-throws {:dex 5}, :challenge 3,
:con 16, :dex 16, :wis 9, :props {:damage-immunity {:poison true}, :condition-
immunity {:poisoned true}}, :traits [{:description "The drowned ascetic makes three
unarmed strikes.", :name "Multiattack", :type :action} {:description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage,
and the target must succeed on a DC 12 Constitution saving throw or contract
bluerot (see the “Bluerot” sidebar on page 16 of Locathah Rising).", :name "Unarmed
Strike", :type :action} {:type :action, :description "The drowned ascetic adds 3 to
its AC against one ranged attack that would hit it. To do so, the drowned ascetic
must see the attacker.", :name "Dexterous Target (Reaction)"}]}, :whymsee-kraken-
priest-variant- {:senses " passive Perception 15", :description "Amphibious.
Whymsee can breathe air and water.\n\nInnate Spellcasting. Whymsee’s spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can
innately cast the following spells, requiring no material components:\n\nAt will:
command, create or destroy water\n3/day each: control water, darkness, water
breathing, water walk\n1/day each: Evard’s black tentacles, lightning
bolt", :armor-notes "(natural armor)", :key :whymsee-kraken-priest-variant-, :int
10, :speed "30 ft., swim 30 ft.", :name "Whymsee (Kraken Priest
Variant)", :alignment "neutral evil", :cha 14, :hit-points {:die-count 10, :die
8, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Locathah
Rising", :armor-class 17, :skills {:perception 5}, :str 12, :challenge 5, :con
16, :dex 10, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :language {:aquan true, :common true}}, :traits
[{:type :action, :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 27 (5d10) thunder damage.", :name "Thunderous Touch"}
{:type :action, :description "While underwater, Whymsee can expel an ink cloud in a
20-foot radius. The cloud spreads around corners, and that area is heavily obscured
to creatures other than kraken priests or a kraken. Each creature other than a
kraken priest or a kraken that ends its turn there must succeed on a DC 14
Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half
as much damage on a successful one. A strong current disperses the cloud, which
otherwise disappears at the end of Whymsee's next turn.", :name "Ink Cloud"} {:type
:action, :description "Whymsee withdraws into her shell. Until she emerges, she
gains a +4 bonus to AC and has advantage on Strength and Constitution saving
throws. While in her shell, Whymsee is prone, her speed is 0 and can’t increase,
she has disadvantage on Dexterity saving throws, it can’t take reactions, and the
only action she can take is a bonus action to emerge.", :name "Shell
Defense"}]}}, :orcpub.dnd.e5/languages {:druidic {:name "Druidic", :option-pack
"Locathah Rising", :description "You know Druidic, the secret language of druids.
You can speak the language and use it to leave hidden messages. You and others who
know this language automatically spot such a message. Others spot the message's
presence with a successful DC 15 Wisdom (Perception) check but can't decipher it
without magic.", :key :druidic}, :aquan {:option-pack "Locathah Rising", :name
"Aquan", :description "You can speak, read, and write
Aquan.", :key :aquan}, :sahuagin {:option-pack "Locathah Rising", :description "You
can read, speak, and write Sahuagin.", :name
"Sahuagin", :key :sahuagin}}, :orcpub.dnd.e5/subraces {:locathah
{:race :locathah, :traits [], :option-pack "Locathah Rising", :name
"Locathah", :props {:saving-throw-advantage {:charmed true, :frightened
true, :paralyzed true, :poisoned true, :stunned true}}, :key :locathah}}}, "UA -
Ranger and Rogue" {:orcpub.dnd.e5/subclasses {:primeval-guardian
{:class :ranger, :key :primeval-guardian, :level-modifiers [{:level
3, :type :spell, :value {:ability :wis, :key :entangle, :level 1}} {:level 5, :type
:spell, :value {:ability :wis, :key :enhance-ability, :level 2}} {:level
9, :type :spell, :value {:ability :wis, :key :conjure-animals, :level 3}} {:level
13, :type :spell, :value {:ability :wis, :key :giant-insect, :level 4}} {:level 17,
:type :spell, :value {:ability :wis, :key :insect-plague, :level 5}}], :name
"Primeval Guardian", :option-pack "UA - Ranger and Rogue", :traits [{:description
"Starting at 3rd level, you gain the ability to temporarily grow and take on the
appearance of a treelike person, covered with leaves and bark. As a bonus action,
you assume this guardian form, which lasts until you end it as a bonus action or
until you are incapacitated.\n You undergo the following changes while in your
guardian form:\n • Your size becomes Large, unless you were larger.\n • Any
speed you have becomes 5 feet, unless the speed was lower.\n • Your reach
increases by 5 feet.\n • You gain a number of temporary hit points at the start
of each of your turns. The number equals half your ranger level. When the form
ends, you lose any temporary hit points you have from it.", :level 3, :name
"Guardian Soul"} {:name "Piercing Thorns", :description "At 3rd level, your command
of primal magic allows you to enhance your attacks with thorns. Once during each of
your turns, you can deal an additional 1d6 piercing damage to one creature you hit
with a weapon attack.", :level 3} {:description "At 7th level, you gain the
endurance of the ancient forests. Your hit point maximum and current hit points
increase by 2 per ranger level when you assume your guardian form. This increase
lasts until you leave the form; your hit point maximum then returns to normal, but
your current hit points remain the same, unless they must decrease to abide by your
hit point maximum.", :level 7, :name "Ancient Fortitude"} {:description "At 11th
level, you gain the ability to twist and turn the ground beneath you. While you are
in your guardian form, the ground within 30 feet of you is difficult terrain for
your enemies.", :name "Rooted Defense", :level 11} {:description "Starting at 15th
level, your guardian form emanates a magical aura that fortifies your injured
allies. When any ally starts their turn within 30 feet of your guardian form, that
ally regains a number of hit points equal to half your ranger level. This aura has
no effect on a creature that has half or more of its hit points, and it has no
effect on undead and constructs.", :name "Guardian Aura", :level 15}]}}}, "UA -
Druid" {:orcpub.dnd.e5/selections {:circle-of-dreams {:key :circle-of-dreams, :name
"Circle of Dreams", :option-pack "UA - Druid", :options [{:description "At 2nd
level you gain a pool of fey energy (d6s equal to your Druid level).\n As a bonus
action you can choose an ally within 120 ft (that you can see) and spend a number
of dice equal to half your druid level, or less.\n Roll the dice, add them
together and the target regains HP equal to the total.\n Target also gains 1
Temporary HP and +5 speed per die used. (The speed increase lasts for 1 minute).\n
Extended Rest restores used dice.", :name "Balm of Summer Court"} {:description
"During short/long rest you can invoke 'Gloaming Court' to ward your campsite from
intruders.\n Gloaming Court creates a 30 ft radius (60 ft diameter).\n Within
the radius grants you and your allies +5 bonus to Wisdom(Perception) checks to
detect creatures.\n Any light from open flames within the circle is not visible
from the outside.\n The effect ends when the rest is finished or you leave the
area.", :name "Hearth of Moonlight and Shadow"} {:description "You can use hidden,
unpredictable, magical fey pathways to move in a blink.\n On your turn you can
teleport up to 30 feet to a spot you can see. Each foot of teleport costs one foot
of your normal movement.\n You may also teleport a willing ally, by touching
them, up to 30 feet to a point you can see.\n Once you use either option,
teleporting yourself or ally, that option cannot be used again for 1d4
rounds.", :name "Hidden Paths"} {:description "Casting a spell with a spell slot
that restores HP to you/ally you can simultaneously use dispel magic on that
target. Dispel Magic uses a spell slot equal to the slot used to cast the healing
spell.\n This feature may be used 3 times, regaining uses after a long rest.\n
If the healing spell is multi-targeted, this feature can work on each target,
expending one \"use\" per target.", :name "Purifying Light"}]}},
:orcpub.dnd.e5/subclasses {:circle-of-dreams {:class :druid, :key :circle-of-
dreams, :level-modifiers [], :level-selections [], :name "Circle of
Dreams", :option-pack "UA - Druid", :traits [{:description "At 2nd level you gain a
pool of fey energy (d6s equal to your Druid level).\n As a bonus action you can
choose an ally within 120 ft (that you
can see) and spend a number of dice equal to half your druid level, or less.\n
Roll the dice, add them together and the target regains HP equal to the total.\n
Target also gains 1 Temporary HP and +5 speed per die used. (The speed increase
lasts for 1 minute).\n Extended Rest restores used dice.", :level 2, :name "Balm
of the Summer Court"} {:description "During short/long rest you can invoke
'Gloaming Court' to ward your campsite from intruders.\n Gloaming Court creates a
30 ft radius (60 ft diameter).\n Withing the radius grants you and your allies +5
bonus to Wisdom(Perception) checks to detect creatures.\n Any light from open
flames within the circle is not visible from the outside.\n The effect ends when
the rest is finished or you leave the area.", :level 6, :name "Hearth of Moonlight
and Shadow"} {:description "You can use hidden, unpredictable, magical fey pathways
to move in a blink.\nOn your turn you can teleport up to 30 feet to a spot you can
see. Each foot of teleport costs one foot of your normal movement.\nYou may also
teleport a willing ally, by touching them, up to 30 feet to a point you can see.\
nOnce you use either option, teleporting yourself or ally, that option cannot be
used again for 1d4 rounds.", :level 10, :name "Hidden Paths"} {:description
"Casting a spell with a spell slot that restores HP to you/ally you can
simultaneously use dispel magic on that target. Dispel Magic uses a spell slot
equal to the slot used to cast the healing spell.\n\nThis feature may be used 3
times, regaining uses after a long rest.\nIf the healing spell is multi-targeted,
this feature can work on each target, expending one \"use\" per target.", :level
14, :name "Purifying Light"}]}, :circle-of-the-shepherd
{:class :druid, :key :circle-of-the-shepherd, :level-modifiers [], :name "Circle of
the Shepherd", :option-pack "UA - Druid", :traits [{:description "You can call
animal spirits.\nAs a bonus action, you magically summon a Medium spirit to an
unoccupied space you can see within 60 feet of you.\n\nThe spirit creates an aura
in a 30 foot radius around it, it doesn't occupy its space it is immobile, and it
counts as neither a creature nor an object.\nThe nature of the aura depends on the
type of spirit you choose to summon. (Found in the UA Druid PDF)\n\nThe spirit
persists for 1 minute. Once you use this feature, you can't use it again until you
finish a short or long rest.", :level 2, :name "Spirit Bond"} {:description "You
can converse with beasts.\nBeasts understand your speech, and you can decipher
their noises and motions into recognizable words and phrases.\n\nMost beasts lack
the intelligence convey/understand sophisticated concepts, but a friendly beast
could relay what it has seen/heard recently.", :level 2, :name " Beast Speech"}
{:description "You an conjure powerful animals. Any beats summoned/created by your
spells gains two benefits.\n\n1. HP maximum increases by 2 per Hit Die.\n2. Damage
from its natural weapons is considered magical vs overcoming immunity and
resistance to nonmagical attacks/damage.", :level 6, :name "Mighty Summoner"}
{:description "A have a spirit that watches over you and protects you from harm.\
nAfter finishing a long rest you gain the benefits of \"Death Ward\" for 24
hours.", :level 10, :name "Guardian Spirit"} {:description "The spirits you commune
with protect you while vulnerable.\nIf reduced to 0 HP or incapacitated against
your will, you can immediately gain the benefits of \"conjure animals\" as if cast
with a 9th-level spell slot.\n\nIt summons four beasts of your choice of CR 2 or
lower. The beasts appear within 20 ft of you. If given no commands, they protect
you from harm and attack foes. The spells lasts 1 hour.\nOne use, regained from a
long rest.", :level 14, :name "Faithfu Summons"}]}, :circle-of-twilight
{:class :druid, :key :circle-of-twilight, :level-modifiers [], :name "Circle of
Twilight", :option-pack "UA - Druid", :traits [{:description "You can augment your
spells to drain life force. You have an energy pool of d10s equal to your druid
level.\nWhen you roll damage for a spell, you can increase the damage by spending
dice from the pool. You can spend a number of dice equal to half your druid level
or less.\n* Roll the spent dice and add the total as necrotic damage.\n* If one of
more hostiles die from your augmented spell, you or an ally you can see within 30
feet regains 2 HP per die spent to increase damage. **OR** 5 HP per die if at least
one slain creature was undead.\n\nA long rest replenishes your pool.", :level
2, :name "Harvest's Scythe"} {:description "You may \"Speak with Dead\" without
component and you understand what the target says. It can understand your
questions, even without a common language or enough intelligence to speak.\nOne
use, regained after a short or long rest.", :level 6, :name "Speech Beyond the
Grave"} {:description "You gain Necrotic and Radiant damage resistance.\nAlso,
while NOT incapacitated, any ally within 30 feet has advantage on death saving
throws.", :level 10, :name "Watcher at the Threshold"} {:description "You can cast
'Etherealness', once.\nRegained after a short/long rest.", :level 14, :name "Paths
of the Dead"}]}}}, "UA - Psionic Options Revisited" {:orcpub.dnd.e5/subclasses
{:psi-knight {:class :fighter, :traits [{:name "Psionic Talent", :description "You
harbor a wellspring of psionic power within yourself, an energy that ebbs and flows
as you channel it in various ways. This power is represented by your Psionic Talent
die, the starting size of which is a d6.\n\nChanging the Die's Size. If you roll
the highest number on your Psionic Talent die, it decreases by one die size after
the roll. This represents you burning through your psionic energy. For example, if
the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4,
it becomes unusable until you finish a long rest.\n Conversely, if you roll a 1
on your Psionic Talent die, it increases by one die size after the roll, up to its
starting size. This represents you conserving psionic energy for later use. For
example, if you roll a 1 on a d4, the die then becomes a d6.\n Whenever you
finish a long rest, your Psionic Talent die resets to its starting size. When you
reach certain levels in this class, the starting size of your Psionic Talent die
increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", :level 3}
{:level 7, :name "Telekinetic Adept", :description "You have mastered new ways to
use your telekinesis:\n\nPsionic Thrust. When you deal damage to a target with the
Telekinetic Strike of your Psionic Talent, you can force the target to make a
Strength saving throw against a DC equal to 8 + your proficiency bonus + your
Intelligence modifier. Unless the save succeeds, you can knock the target prone or
move it up to 10 feet in any direction horizontally.\n\nTelekinetic Movement. If
your Psionic Talent die is available, you can move an object or a creature with
your mind. As an action, you target one loose object that is Large or smaller or
one willing creature, other than yourself. If you can see the target and it is
within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can
see. Alternatively, if it is a Tiny object, you can move it to or from your hand.
Either way, you can move the target horizontally, vertically, or both. When you
take this action, your Psionic Talent die decreases by one die size."} {:level
10, :name "Psi-Enhanced Metabolism", :description "The psionic energy flowing
through you has bolstered your mind and body. You have resistance to poison and
psychic damage, and you are immune to the poisoned condition."} {:level 15, :name
"Bulwark of Force", :description "You can shield yourself and others with
telekinetic force. As a bonus action, you can 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.\n Once you
use this feature, you can't do so again until you finish a long rest, unless you
decrease your Psionic Talent die by one die size to use this feature again.
", :type :b-action} {:level 18, :name "Telekinetic Master", :description "Your
ability to move creatures and objects with your mind is matched by few. If your
Psionic Talent die is available, you can cast the Telekinesis spell, requiring no
components. Your spellcasting ability for the spell is Intelligence. When you cast
this spell, your Psionic Talent die decreases by one die size."} {:description
"When you or another creature you can see within 30 feet of you takes damage, you
can use your reaction to roll your Psionic Talent die and reduce the damage taken
by the number rolled plus your Intelligence modifier (minimum reduction of 1), as
you create a momentary shield of telekinetic force.", :name "Psionic Talent:
Protective Field", :type :reaction, :level 3} {:description "When you make a high
or long jump, you can roll your Psionic Talent die and extend the distance of the
jump, up to a number of feet equal to twice the number rolled plus twice your
Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only
1 foot of movement.", :name "Psionic Talent: Psi-Powered Leap", :level 3}
{:description "You can propel your attacks with telekinetic force. Once on each of
your turns, immediately after you deal damage to a target within 30 feet of you
with a weapon attack, you can roll your Psionic Talent die and also deal force
damage to the target equal to the number rolled.", :name "Psionic Talent:
Telekinetic Strike"} {:description "As a bonus action, you can calm your mind for a
moment and restore your Psionic Talent die to its starting size. You then can't use
Psi Replenishment again until you finish a long rest.", :name "Psionic Talent: Psi
Replenishment", :type :b-action, :level 3}], :level-modifiers [{:type :damage-
resistance, :level 10, :value :poison} {:type :damage-resistance, :level 10, :value
:psychic} {:type :spell, :value {:level
5, :key :telekinesis, :ability :orcpub.dnd.e5.character/int}, :level 18}], :option-
pack "UA - Psionic Options Revisited", :name "Psi Knight", :level-selections
[], :key :psi-knight}, :psionic-soul {:class :sorcerer, :traits [{:name "Psionic
Talent", :description "You harbor a wellspring of psionic power within yourself, an
energy that ebbs and flows as you channel it in various ways. This power is
represented by your Psionic Talent die, the starting size of which is a d6.\n\
nChanging the Die's Size. If you roll the highest number on your Psionic Talent
die, it decreases by one die size after the roll. This represents you burning
through your psionic energy. For example, if the die is a d6 and you roll a 6, it
becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a
long rest.\n Conversely, if you roll a 1 on your Psionic Talent die, it increases
by one die size after the roll, up to its starting size. This represents you
conserving psionic energy for later use. For example, if you roll a 1 on a d4, the
die then becomes a d6.\n Whenever you finish a long rest, your Psionic Talent die
resets to its starting size. When you reach certain levels in this class, the
starting size of your Psionic Talent die increases: at 5th level (d8), 11th level
(d10), and 17th level (d12).", :level 1} {:level 6, :name "Psychic
Strike", :description "You have learned to channel additional psychic energy into
your spells. Immediately after you deal damage to a creature with a sorcerer spell
for which you expend a spell slot, you can roll your Psionic Talent die and also
deal psychic damage to that creature equal to the number rolled. You can deal this
extra damage only once per turn."} {:level 14, :name "Mind Over Body", :description
"You can now use the psi that flows through you to give your body extraordinary
abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or
more sorcery points to magically transform yourself for a number of hours equal to
the number rolled. Until the transformation ends, you gain one of the following
benefits of your choice for each sorcery point you spent, choosing a different
benefit for each point: \n • You can see any invisible creature within 60 feet of
you, provided it isn't behind total cover.\n • You gain a flying speed equal to
your walking speed, and you can hover.\n • You gain a swimming speed equal to
twice your walking speed, and you can breathe underwater.\n • Your body, along
with any equipment you are wearing or carrying, becomes pliable. You can move
through any space as narrow as 1 inch without squeezing, and you can spend 5 feet
of movement to escape from nonmagical restraints or being grappled.", :type :b-
action} {:level 18, :name "Psychic Aura", :description "If your Psionic Talent die
is available, you can unleash your psionic power in a crackling aura of psychic
energy; as a bonus action, you can magically radiate this transparent, 30-foot
radius aura for 1 minute or until you're incapacitated or lose the use of your
Psionic Talent die.\n Whenever a creature starts its turn in the aura or moves
into it for the first time on a turn, you can roll your Psionic Talent die and deal
psychic damage to the creature, equalling the number rolled plus your Charisma
modifier. If the creature takes any of this damage, its speed is halved until the
start of its next turn.", :type :b-action} {:description "You can unlock the
ability to cast a mind-oriented sorcerer spell you don't already know. After
meditating for 10 minutes (which can be done during a rest), roll your Psionic
Talent die, and choose a sorcerer spell of a level for which you have spell slots
and that is in the school of divination or enchantment. You know the chosen spell
for a number of hours equal to the number you rolled.", :name "Psionic Talent:
Psionic Discovery"} {:name "Psionic Talent: Psychic Sorcery", :description "When
you cast a spell, you can use your mind to form it, rather than relying on words,
gestures, and materials. To do so, roll your Psionic Talent die. The spell then
requires no verbal component, and if you rolled the level of the spell or higher,
the spell doesn't require somatic or material components either."} {:name "Psionic
Talent: Telepathic Speech", :description "You can form a telepathic connection
between your mind and the mind of another. As a bonus action, choose one creature
you can see, and roll your Psionic Talent die. For a number of hours equal to the
number you rolled, you and the chosen creature can speak telepathically with each
other while the two of you are within a number of miles of each other equal to the
number you rolled. To understand each other, you each must speak mentally in a
language the other knows. The telepathic connection ends early if you use this
ability to form a connection with a different creature.", :type :b-action}
{:description "As a bonus action, you can calm your mind for a moment and restore
your Psionic Talent die to its starting size. You then can't use Psi Replenishment
again until you finish a long rest.", :name "Psionic Talent: Psi
Replenishment", :type :b-action}], :level-modifiers [], :option-pack "UA - Psionic
Options Revisited", :name "Psionic Soul", :level-selections [], :key :psionic-
soul}, :soulknife {:class :rogue, :traits [{:name "Psionic Talent", :description
"You harbor a wellspring of psionic power within yourself, an energy that ebbs and
flows as you channel it in various ways. This power is represented by your Psionic
Talent die, the starting size of which is a d6.\n\nChanging the Die's Size. If you
roll the highest number on your Psionic Talent die, it decreases by one die size
after the roll. This represents you burning through your psionic energy. For
example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you
roll a 4, it becomes unusable until you finish a long rest.\n Conversely, if you
roll a 1 on your Psionic Talent die, it increases by one die size after the roll,
up to its starting size. This represents you conserving psionic energy for later
use. For example, if you roll a 1 on a d4, the die then becomes a d6.\n Whenever
you finish a long rest, your Psionic Talent die resets to its starting size. When
you reach certain levels in this class, the starting size of your Psionic Talent
die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", :level
3} {:level 3, :name "Psychic Blades", :description "You can manifest your psionic
power as shimmering blades of psychic energy. When you are about to make a melee or
ranged weapon attack against a creature, you can manifest a psychic blade from your
free hand and make the attack with that blade. This magic blade is a simple melee
weapon with the finesse and thrown properties. It has a normal range of 60 feet and
no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability
modifier you used for the attack roll. The blade vanishes immediately after it hits
or misses its target, and it leaves no mark on its target if it deals damage.\n
After you attack with the blade, you can make a melee or ranged weapon attack with
a second psychic blade as a bonus action on the same turn, provided your other hand
is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
"} {:level 9, :name "Soul Blades", :description "Your Psychic Blades are now an
expression of your psi-suffused soul, giving you finer control over them in the
following ways:\n\nHoming Strikes. If you make an attack roll with your Psychic
Blades and miss the target, you can roll your Psionic Talent die and add the number
rolled to the attack roll. If this causes the attack to hit, your Psionic Talent
die decreases by one die size, regardless of the number rolled.\n\nPsychic
Teleportation. If your Psionic Talent die is available, you can hurl your Psychic
Blades to magically transport yourself to another location. As a bonus action, you
manifest one of your Psychic Blades and throw it at an unoccupied space you can
see, up to a number of feet away equal to 5 times the highest number on your
Psionic Talent die. You then teleport to that space, the blade vanishes, and your
Psionic Talent die decreases by one die size."} {:level 13, :name "Psionic
Veil", :description "You can weave a veil of psychic static to mask yourself. As an
action, you can magically become invisible, along with anything you are wearing or
carrying, for 10 minutes or until you dismiss this effect (no action required).
This invisibility ends if you deal damage to a creature or if you force a creature
to make a saving throw.\n Once you use this feature, you can't do so again until
you finish a long rest, unless you decrease your Psionic Talent die by one die size
to use this feature again.", :type :action} {:level 17, :name "Rend
Mind", :description "You can sweep your Psychic Blades directly through a
creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a
creature, you can force that target to make a Wisdom saving throw (DC equal to 8 +
your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the
target is stunned until the end of your next turn.\n Once you use this feature,
you can't do so again until you finish a long rest, unless you decrease your
Psionic Talent die by one die size to use this feature again."} {:description "When
your non-psionic training fails you, you can tap into your psionic power to help:
if you fail an ability check using a skill or tool with which you have proficiency,
you can roll your Psionic Talent die and add the number rolled to the check,
potentially turning failure into success.", :name "Psionic Talent: Psi-Bolstered
Knack", :level 3} {:name "Psionic Talent: Psychic Whispers", :description "You can
use your psychic abilities to establish telepathic communication between yourself
and others—perfect for quiet infiltration. As an action, you give yourself and at
least one other creature the ability to speak telepathically with each other. When
you do so, roll your Psionic Talent die, and choose creatures you can see, up to a
number of creatures equal to the number rolled. For 1 hour, the chosen creatures
can speak telepathically with you, and you can speak telepathically with them. To
send or receive a message (no action required), you and the other creature must be
within 1 mile of each other. A creature can't use this telepathy if it can't speak
any languages, and a creature can end the telepathic connection at any time (no
action required). You and the creature don't need to speak a common language to
understand each other."} {:description "As a bonus action, you can calm your mind
for a moment and restore your Psionic Talent die to its starting size. You then
can't use Psi Replenishment again until you finish a long rest.", :name "Psionic
Talent: Psi Replenishment", :type :b-action, :level 3}], :level-modifiers
[], :option-pack "UA - Psionic Options Revisited", :name "Soulknife", :level-
selections [], :key :soulknife}}, :orcpub.dnd.e5/spells {:intellect-fortress
{:description "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.\n At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, you can target one additional creature
for each slot level above 4th. The creatures must be within 30 feet of each other
when you target them.", :key :intellect-fortress, :school "abjuration", :name
"Intellect Fortress", :duration "Concentration, up to 1 hour", :level 4, :option-
pack "UA - Psionic Options Revisited", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30
feet"}, :mind-sliver {:description "You drive a disorienting spike of psychic
energy into the mind of one creature you can see within range. The target must make
an Intelligence saving throw. Unless the saving throw is successful, the target
takes 1d6 psychic damage, and the first time it makes a saving throw before the end
of your next turn, it must roll a d4 and subtract the number rolled from the save.\
n This spell's damage increases by 1d6 when you reach certain levels: 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :mind-sliver, :school
"enchantment", :name "Mind Sliver", :duration "1 round", :level 0, :option-pack "UA
- Psionic Options Revisited", :components {:verbal true}, :casting-time "1 action",
:spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-
thrust {:description "You thrust a lance of psychic disruption into the mind of 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.\n At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one additional creature for
each slot level above 2nd. The creatures must be within 30 feet of each other when
you target them.", :key :mind-thrust, :school "enchantment", :name "Mind
Thrust", :duration "1 round", :level 2, :option-pack "UA - Psionic Options
Revisited", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "90 feet"}}, :orcpub.dnd.e5/feats
{:metabolic-control-prerequisite-psionic-talent-feature-or-wild-talent-feat-
{:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Metabolic Control (Prerequisite:
'Psionic Talent' feature or 'Wild Talent' feat)", :description "You have refined
psionic control over your body's functions. You gain the following benefits:\n •
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\
n • If your Psionic Talent die is available, you can take an action to channel
your psionic power to nourish yourself for the next 24 hours, as if you consumed
sufficient food and water for a day. When you take this action, your Psionic Talent
die decreases by one die size.\n • If your Psionic Talent die is available, you
can meditate for 1 minute, at the end of which you gain the benefits of finishing a
short rest, and your Psionic Talent die decreases by one die size. You can't
meditate in this way again until you finish a long rest.", :key :metabolic-control-
prerequisite-psionic-talent-feature-or-wild-talent-feat-}, :telepathic-
prerequisite-psionic-talent-feature-or-wild-talent-feat- {:ability-increases
#{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Telepathic (Prerequisite: 'Psionic
Talent' feature or 'Wild Talent' feat)", :description "You awaken the ability to
mentally connect with others. You gain the following benefits:\n • Increase your
Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n • You can
speak telepathically to any creature you can see within 30 feet of you. Your
telepathic utterances are in a language you know, and the creature understands you
only if it knows that language. Your communication doesn't give the creature the
ability to respond to you telepathically.\n • If your Psionic Talent die is
available, you can cast the Detect Thoughts spell, requiring no components. When
you start casting the spell, your Psionic Talent die decreases by one die size.
Your spellcasting ability for the spell is the ability increased by this
feat.", :key :telepathic-prerequisite-psionic-talent-feature-or-wild-talent-feat-},
:tower-of-iron-will-prerequisite-psionic-talent-feature-or-wild-talent-feat-
{:ability-increases #{}, :prereqs #{}, :option-pack "UA - Psionic Options
Revisited", :name "Tower of Iron Will (Prerequisite: 'Psionic Talent' feature or
'Wild Talent' feat)", :description "Your mind's defenses are formidable. After you
or another creature you can see within 30 feet of you fails a saving throw, you can
use your reaction to roll your Psionic Talent die and add the number rolled to the
saving throw, potentially causing it to succeed.", :key :tower-of-iron-will-
prerequisite-psionic-talent-feature-or-wild-talent-feat-}, :wild-talent {:ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Wild Talent", :description "You
awaken to your psionic potential, which enhances your mind or body. Increase one
ability score of your choice by 1, to a maximum of 20, to represent this
enhancement.\n You also harbor a wellspring of psionic power within yourself, an
energy that ebbs and flows as you channel it in various ways. This power is
represented by your Psionic Talent die, the starting size of which is a d6.\n\
nPsionic Talent Options. You can use your Psionic Talent die in the following
ways:\n Psi-Boosted Ability. When you make an ability check with the ability
increased by this feat, you can roll your Psionic Talent die and add the number
rolled to the check. You can choose to do so before or after rolling the d20, but
before you know whether the check succeeded or failed.\n Psi-Guided Strike. Once
on each of your turns when you hit with an attack roll that uses the ability
increased by this feat, you can roll your Psionic Talent die after you make the
damage roll and then replace one of the damage dice with the number rolled on the
Psionic Talent die.\n\nChanging the Die's Size. If you roll the highest number on
your Psionic Talent die, it decreases by one die size after the roll. This
represents you burning through your psionic energy. For example, if the die is a d6
and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes
unusable until you finish a long rest.\n Conversely, if you roll a 1 on your
Psionic Talent die, it increases by one die size after the roll, up to its starting
size. This represents you conserving psionic energy for later use. For example, if
you roll a 1 on a d4, the die then becomes a d6.\n Whenever you finish a long
rest, your Psionic Talent die resets to its starting size. When you reach certain
levels, the starting size of your Psionic Talent die increases: at 5th level (d8),
11th level (d10), and 17th level (d12).\n If you have a Psionic Talent die from
another source, such as a class feature, you don't get more than one die; use only
the one with the largest starting size.\n\nPsi Replenishment. As a bonus action,
you can calm your mind for a moment and restore your Psionic Talent die to its
starting size. You then can't use Psi Replenishment again until you finish a long
rest.", :key :wild-talent}, :telekinetic-prerequisite-psionic-talent-feature-or-
wild-talent-feat-
{:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Telekinetic (Prerequisite: 'Psionic
Talent' feature or 'Wild Talent' feat)", :description "You learn to move things
with your mind. You gain the following benefits:\n • Increase your Intelligence,
Wisdom, or Charisma score by 1, to a maximum of 20.\n • You learn the Mage Hand
cantrip. You can cast it without verbal or somatic components, and you can make the
spectral hand invisible. If you already know this spell, its range increases by 30
feet when you cast it. Its spellcasting ability is the ability increased by this
feat.\n • As a bonus action, you can try to telekinetically shove one creature
you can see within 30 feet of you. When you do so, roll your Psionic Talent die,
and the target must succeed on a Strength saving throw (DC 8 + your proficiency
bonus + the ability modifier of the score increased by this feat) or be moved
toward you or away from you a number of feet equal to 5 times the number you
rolled. A creature can willingly fail this save.", :key :telekinetic-prerequisite-
psionic-talent-feature-or-wild-talent-feat-}}}, "UA - Monk"
{:orcpub.dnd.e5/subclasses {:way-of-the-kensei {:class :monk, :traits [{:level
3, :name "Path of the Kensei", :description "When you choose this tradition at 3rd
level, you learn to extend your knowledge of the martial arts beyond the standard
array of monk weapons.\nYou gain the following benefits:\n • You gain proficiency
with three martial weapons of your choice. A martial weapon is considered a kensei
weapon for you if you're proficient with it.\n • Whenever you wield a kensei
weapon, you choose whether to use Dexterity or Strength for the attack and damage
rolls of the weapon,and you choose whether to use your Martial Arts damage die in
place of the weapon's damage die.\n • When you take the Attack action on your
turn and hit a target with a kensei weapon, you can use a bonus action to pummel
the target, dealing an additional 1d4 bludgeoning damage to that target and to any
other target you hit with the weapon as part of the Attack.\n • If you make an
unarmed strike as part of the Attack action on your turn and are holding a kensei
weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until
the start of your next turn while you are not incapacitated and the weapon is in
your hand."} {:level 6, :description "At 6th level, you extend your ki into the
weapons you hold, granting you the following benefits:\n\nMagic Weapons. Your
attacks with your kensei weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.\n\nPrecise Strike. You
can focus your attention on a single target in battle to understand and overcome
its defenses. As a bonus action, pick one creature you can see within 30 feet of
you. The next weapon attack you make against that creature during the current turn
adds double your proficiency bonus to the attack roll, rather than your normal
proficiency bonus. Once you use this ability, you can't use it again until you
finish a short or long rest.", :name "One with the Blade"} {:level 11, :description
"At 11th level, you gain the ability to augment your weapons with the strength of
your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you
touch a bonus to attack and damage rolls while you wield it. The bonus equals the
number of ki points you spent. This bonus lasts for 1 minute.", :name "Sharpen the
Blade"} {:level 17, :name "Unerring Accuracy", :description "At 17th level, your
mastery of weapons grants you extraordinary accuracy. On each of your turns, you
can reroll one weapon attack roll you make that misses."}], :level-modifiers
[], :option-pack "UA - Monk", :name "Way of the Kensei", :key :way-of-the-
kensei, :disabled? false}, :way-of-tranquility {:class :monk, :traits [{:level
3, :description "When you choose this tradition at 3rd level, you can become an
island of calm in even the most chaotic of situations. With this feature, you can
cast the sanctuary spell on yourself, no material component required, and it lasts
up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom
modifier. A creature that succeeds on the save is immune to this effect for 1
hour.\n Once you cast the spell in this way, you can't do so again for 1
minute.", :name "Path of Tranquility"} {:name "Healing Hands", :description "Your
mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical
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 monk level x 10.\n As an
action, you can touch a creature and draw power from the pool to restore a number
of hit points to that creature, up to the maximum amount remaining in the pool.\n
Instead of healing the creature, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one poison affecting it.
You can cure multiple diseases and neutralize multiple poisons with a single use of
Healing Hands, expending hit points separately for each one.\n When you use your
Flurry of Blows, you can replace one of the unarmed strikes with a use of this
feature.\n This feature has no effect on undead and constructs.", :level 3}
{:description "At 6th level, you gain the ability to diffuse violent situations.
Whenever you make a Charisma check to calm violent emotions or to counsel peace,
you have advantage on the roll. You must make this entreaty in good faith; it
doesn't apply if proficiency in the Deception or Intimidation skill applies to your
check.\n You also gain proficiency in the Performance or Persuasion skill (choose
one).", :level 6, :name "Emissary of Peace"} {:description "At 11th level, you gain
the ability to temporarily extinguish a creature's violent impulses. As an
action,you can touch a creature, and it must make a Wisdom saving throw with a DC
equal to 8 + your proficiency bonus + your Wisdom modifier. The target
automatically succeeds if it's missing any of its hit points. If the target fails
the save, it can't attack for 1 minute. During that time, it also can't cast spells
that deal damage or that force someone to make a saving throw. This effect ends if
the target is attacked, takes damage, or is forced to make a saving throw or if the
target witnesses any of those things happening to its allies.", :name "Douse the
Flames of War", :level 11} {:level 17, :description "At 17th level, you gain the
ability to visit vengeance on someone who fells others. If you see a creature
reduce another creature to 0 hit points, you can use your reaction to grant
yourself a bonus to all damage rolls against the aggressor until the end of your
next turn. The bonus equals your monk level. Once you use this ability, you can't
use it again until you finish a short or long rest.", :name "Anger of a Gentle
Soul"}], :level-modifiers [], :option-pack "UA - Monk", :name "Way of Tranquility",
:key :way-of-tranquility}}}, "UA - The Artificer Returns" {:orcpub.dnd.e5/classes
{:artificer-returned {nil nil, :key :artificer-returned, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :weapon-prof, :value :crossbow-hand} {:type :weapon-prof, :value :crossbow-
heavy} {:type :tool-prof, :value :tinkers-tools} {:type :tool-
prof, :value :thieves-tools}], :name "Artificer, Returned", :subclass-level
3, :option-pack "UA - The Artificer Returns", :subclass-title "Artificer
Specialist", :level-selections [{:type :artificer-infusions, :level 19, :num 1}
{:type :artificer-infusions, :level 15, :num 1} {:type :artificer-infusions, :level
11, :num 1} {:type :artificer-infusions, :level 7, :num 1} {:type :artificer-
infusions, :level 4, :num 1} {:type :artificer-infusions, :level 2, :num 3}
{:type :artificer-tool-proficiency}], :spellcasting {:level-factor 2, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {2 2, 3 1, 5
1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips? true, :cantrips-known {1 2,
10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand
:frostbite :thorn-whip :thunderclap :fire-
bolt :guidance :mending :resistance :shocking-grasp :magic-stone :create-
bonfire :spare-the-dying :poison-spray :light :prestidigitation :message}, 1
#{:alarm :arcane-weapon :detect-magic :feather-
fall :grease :identify :longstrider :disguise-self :faerie-fire :false-
life :expeditious-retreat :absorb-elements :catapult :sanctuary :cure-
wounds :jump :snare}, 2 #{:magic-mouth :arcane-lock :skywrite :rope-
trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration
:enlarge-reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :pyrotechnics :invisibility :aid :spider-climb :heat-metal},
3 #{:elemental-weapon :blink :water-breathing :dispel-magic :tiny-
servant :catnap :glyph-of-warding :haste :fly :revivify :protection-from-
energy :flame-arrows :water-walk :gaseous-form}, 4 #{:fabricate :elemental-
bane :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-
movement :vitriolic-sphere :mordenkainens-private-sanctum :otilukes-resilient-
sphere :arcane-eye :stone-shape :stoneskin}, 5 #{:animate-objects :bigbys-
hand :creation :greater-restoration :wall-of-stone :skill-empowerment :transmute-
rock}}}, :ability-increase-levels [4 8 12 16 19], :subclass-help "Each Artificer
specializes in a specific line of study.", :help "Masters of unlocking magic in
everyday objects, artificers are supreme inventors. They see magic as a complex
system waiting to be decoded and controlled. Artificers use tools to channel
arcane power, crafting temporary and permanent magical objects. The magic of
artificers is tied to their tools and their talents.", :profs {:save
{:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :investigation
true, :medicine true, :nature true, :perception true, :sleight-of-hand
true}}}, :hit-die 8, :traits [{:description "The creation and operation of
gunpowder weapons have been discovered in various corners of the D&D multiverse. If
your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide(p.
267) and your artificer has been exposed to the operation of such weapons, your
artificer is proficient with them.", :name "Optional Rule: Firearm Proficiency"}
{:description "At 1st level, you learn how to invest a spark of magic in objects
that would otherwise be mundane. To use this ability, you must have thieves' tools,
tinker's tools, or other artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your
choice:\n • The object sheds bright light in a 5-foot radius and dim light for an
additional 5 feet.\n • Whenever tapped by a creature, the object emits a recorded
message that can be heard up to 10 feet away. You utter the message when you bestow
this property on the object, and the recording can be no more than 6 seconds long.\
n • The object continuously emits your choice of an odor or a nonverbal sound
(wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10
feet away.\n • A static visual effect appears on one of the object's surfaces.
This effect can be a picture, up to 25 words of text, lines and shapes, or a
mixture of these elements, as you like.\n The chosen property lasts indefinitely.
As an action, you can touch the object and end the property early.\n You can give
the magic of this feature to multiple objects, touching one object each time you
use the feature, and a single object can bear only one of the properties at a time.
The maximum number of objects you can affect with the feature at one time is equal
to your Intelligence modifier (minimum of one object). If you try to exceed your
maximum, the oldest property immediately ends, and then the new property applies.",
:name "Magical Tinkering"} {:name "Spellcasting", :description "You have studied
the workings of magic, how to channel it through objects, and how to awaken it
within them. As a result, you have gained a limited ability to cast spells. To
observers, you don't appear to be casting spells in a conventional way; you look as
if you're producing wonders through various items.\n\nTools Required. You produce
your artificer spell effects through your tools. You must have a spellcasting focus
—specifically thieves' tools or some kind of artisan's tool—in hand when you cast
any spell with this Spellcasting feature. You must be proficient with the tool to
use it in this way. See chapter 5, “Equipment,” in the Player's Handbook for
descriptions of these tools.\n\nAfter you gain the Infuse Item feature at 2nd
level, you can also use any item bearing one of your infusions as a spellcasting
focus."} {:description "You can cast an artificer spell as a ritual if that spell
has the ritual tag and you have the spell prepared.", :name "Ritual Casting"}
{:name "Infuse Item", :level 2, :description "At 2nd level, you gain the ability to
imbue mundane items with certain magical infusions. The magic items you create with
this feature are effectively prototypes of permanent items.\n\nInfusions Known:
When you gain this feature, pick two artificer infusions to learn, choosing from
the “Artificer Infusions” section at the end of the class's description. You learn
additional infusions of your choice when you reach certain levels in this class, as
shown in the Infusions Known column of the Artificer table.\n\nWhenever you gain a
level in this class, you can replace one of the artificer infusions you learned
with a new one.\n\nInfusing an Item: Whenever you finish a long rest, you can touch
a nonmagical object and imbue it with one of your artificer infusions, turning it
into a magic item. An infusion works on only certain kinds of objects, as specified
in the infusion's description. If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or you can forgo attunement so that
someone else can attune to the item. If you decide to attune to the item later, you
must do so using the normal process for attunement (see “Attunement” in the Dungeon
Master's Guide, page 136).\n\nYour infusion remains in an item indefinitely, but
when you die, the infusion vanishes after a number of days have passed equal to
your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.\n\nYou can infuse more than
one nonmagical object at the end of a long rest; the maximum number of objects
appears in the Infused Items column of the Artificer table at
https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf. You must touch
each of the objects, and each of your infusions can be in only one object at a
time. If you try to exceed your maximum number of infusions, the oldest infusion
immediately ends, and then the new infusion applies."} {:description "Starting at
3rd level, your proficiency bonus is doubled for any ability check you make that
uses your proficiency with a tool.", :level 3, :name "Tool Expertise"}
{:description "Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn, but one of the attacks must be
made with a magic weapon, the magic of which you use to propel the attack.", :level
5, :name "Arcane Armament"} {:name "The Right Cantrip for the Job", :level
10, :description "At 10th level, you gain the ability to make sure you have the
right magical tool for a job. Whenever you finish a short or long rest, you can
replace one of the artificer cantrips you know with another cantrip from the
artificer spell list."} {:name "Spell-Storing Item", :level 18, :description "When
you reach 18th level, you learn how to store a spell in an object for repeated use.
Whenever you finish a long rest, you can touch one simple or martial weapon or an
item that you can use as a spellcasting focus and store a spell in it, choosing one
1st-or 2nd-level spell from the artificer spell list that requires 1 action to cast
(you don't need to have the spell prepared). With the object in hand, a creature
can take an action to produce the spell's effect from it, using your spellcasting
ability modifier.\n\nThe spell stays in the object until it has been used a number
of times equal to twice your Intelligence modifier (minimum of twice) or until you
use this feature again."} {:description "At 20th level, your understanding of magic
items is unmatched, allowing you to mingle your soul with items linked to you. You
can attune to up to six magic items at once. In addition, you gain a +1 bonus to
all saving throws per magic item you are currently attuned to.", :name "Soul of
Artifice", :level 20} {:name "Equipment", :description "You start with the
following equipment, in addition to the equipment granted by your background:\n\n•
any two simple weapons\n• a light crossbow and 20 bolts\n• (a) studded leather
armor or (b) scale mail\n• thieves' tools and a dungeoneer's pack\n\nIf you forgo
this starting equipment, as well as the items offered by your background, you start
with 5d4 ×10 gp to buy your equipment."} {:name "Spell Slots at First
Level", :description "You have two 1st level spell slots at first level. These do
not display properly until reaching level 2."} {:description "If your group uses
the optional rule on multiclassing in the Player's Handbook (p. 163), here's what
you need to know if you choose artificer as one of your classes.\n\nAbility Score
Minimum. As a multiclass character, you must have at least an Intelligence score of
13 to take a level in this class.\n\nProficiencies Gained. If artificer isn't your
initial class, here are the proficiencies you gain when you take your first level
as an artificer: light armor, medium armor, shields, thieves' tools, tinker's
tools.\n\nExtra Attack. The Arcane Armament feature doesn't give you an additional
attack if you also have the Extra Attack feature.\n\nSpell Slots. Add half your
levels (rounded up) in the artificer class to the appropriate levels from other
classes to determine your available spell slots.", :name "Optional Rule:
Multiclassing"}]}}, :orcpub.dnd.e5/spells {:arcane-weapon {:description "You
channel arcane energy into one simple or martial weapon you're holding, and choose
one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell
ends, you deal an extra 1d6 damage of the chosen type to any target you hit with
the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's
duration.\n As a bonus action, you can change the damage type, choosing from the
options above.\n At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, you can maintain your concentration on the spell for up to 8
hours.", :key :arcane-weapon, :school "transmutation", :name "Arcane
Weapon", :duration "Concentration, up to 1 hour", :level 1, :option-pack "UA - The
Artificer Returns", :components {:verbal true, :somatic true}, :casting-time "1
bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range
"Self"}}, :orcpub.dnd.e5/selections {:artificer-infusions {:options [{:description
"Item: A pair of boots (requires attunement)\n\nWhile wearing these boots, a
creature can teleport up to 15 feet as a bonus action to
an unoccupied space the creature can see. The creature must have occupied that
space at some point during the current turn.", :name "Infusion: Boots of the
Winding Path (Prerequisite: 4th-level artificer)"} {:description "Item: A suit of
armor or a shield\n\nA creature gains a +1 bonus to Armor Class while wearing
(armor) or wielding (shield) the infused item. The bonus increases to +2 when you
reach 12th level in this class. Enter this manually as a custom item that grants
AC.", :name "Infusion: Enhanced Defense"} {:description "Item: A simple or martial
weapon\n\nThis magic weapon grants a +1 bonus to attack and damage rolls made with
it. The bonus increases to +2 when you reach 12th level in this class.", :name
"Infusion: Enhanced Weapon"} {:description "Item: 2–5 pouches\n\nThe infused
pouches all share one interdimensional space of the same capacity as a single
pouch. Thus, reaching into any of the pouches allows access to the same storage
space. A pouch operates as long as it is within 100 miles of another one of the
pouches; the pouch is otherwise empty and won't accept any contents.\n\nIf this
infusion ends, the items stored in the shared space move into one of the pouches,
determined at random. The rest of the pouches become empty.", :name "Infusion:
Many-Handed Pouch (Prerequisite: 4th-level artificer)"} {:description "Item: A
simple or martial weapon (requires attunement)\n\nThis magic weapon grants a +1
bonus to attack and damage rolls made with it. While holding it, the wielder can
take a bonus action to cause it to shed bright light in a 30-foot radius and dim
light for an additional 30 feet. The wielder can extinguish the light as a bonus
action.\n\nAs a reaction immediately after being hit by a melee attack, the wielder
can cause the attacker to be blinded until the end of the attacker's next turn,
unless the attacker succeeds on a Constitution saving throw against your spell save
DC. Once used, this reaction can't be used again until the wielder finishes a short
or long rest.", :name "Infusion: Radiant Weapon (Prerequisite: 8th-level
artificer)"} {:description "Item: A suit of armor (requires attunement)\n\nWhile
wearing this armor, a creature has resistance to one of the following damage types,
which you choose when you infuse the item: acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, or thunder.", :name "Infusion: Resistant Armor
(Prerequisite: 8th-level artificer)"} {:description "Item: A simple or martial
weapon with the thrown property\n\nThis magic weapon grants a +1 bonus to attack
and damage rolls made with it, and it returns to the wielder's hand immediately
after it is used to make a ranged attack.", :name "Infusion: Returning Weapon"}
{:description "Using this infusion, you replicate a particular magic item; an
Alchemy Jug. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Alchemy Jug"}
{:description "Using this infusion, you replicate a particular magic item; a Bag of
Holding. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Bag of Holding"}
{:description "Using this infusion, you replicate a particular magic item; a Cap of
Water Breathing. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Cap of Water
Breathing"} {:description "Using this infusion, you replicate a particular magic
item; a Cloak of the Manta Ray. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Cloak of
the Manta Ray"} {:description "Using this infusion, you replicate a particular
magic item; Goggles of Night. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Goggles of
Night"} {:description "Using this infusion, you replicate a particular magic item;
a Lantern of Revealing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Lantern of
Revealing"} {:description "Using this infusion, you replicate a particular magic
item; a Rope of Climbing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Rope of Climbing"}
{:description "Using this infusion, you replicate a particular magic item; Sending
Stones. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Sending Stones"}
{:description "Using this infusion, you replicate a particular magic item; a Wand
of Magic Detection. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Wand of Magic
Detection"} {:description "Using this infusion, you replicate a particular magic
item; a Wand of Secrets. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Wand of Secrets"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
Elvenkind. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Boots of Elvenkind
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Striding and Springing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Striding and Springing
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of the Winterlands. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of the Winterlands (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Bracers of Archery. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Bracers of Archery (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Brooch of Shielding.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Brooch of Shielding (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Elvenkind. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Cloak of Elvenkind (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Cloak of Protection. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Cloak of Protection (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Eyes of Charming. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Eyes of
Charming (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Eyes of the Eagle. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Eyes of the Eagle (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Gauntlets of Ogre Power. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Gauntlets of Ogre Power (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Gloves of Missile Snaring.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate
Gloves of Missile Snaring (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Gloves of Swimming and
Climbing. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Gloves of Swimming and
Climbing (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Gloves of Thievery. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gloves of Thievery (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Hat of Disguise. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Hat of
Disguise (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Headband of Intellect. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Headband of Intellect (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Helm of Telepathy. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Helm of
Telepathy (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Medallion of Thoughts. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Medallion of Thoughts (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Periapt of Wound Closure. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Periapt of Wound Closure (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Pipes of Haunting. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Pipes of Haunting (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Pipes of the Sewers. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Pipes of
the Sewers (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Quiver of Ehlonna. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Quiver of Ehlonna (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Jumping. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Ring of
Jumping (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Mind Shielding. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Mind Shielding (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; a Ring of Water Walking. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Ring of Water Walking (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Slippers
of Spider Climbing. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Slippers of Spider
Climbing (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Winged Boots. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Winged Boots (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; an
Amulet of Health. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Amulet of Health
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Belt of Hill Giant Strength. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Belt of Hill Giant Strength (Prerequisite:
16th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Boots of Levitation. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Boots of Levitation (Prerequisite: 16th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Boots of Speed. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Speed (Prerequisite: 16th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Bracers of Defense. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Bracers of Defense
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Cloak of the Bat. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Cloak of the Bat (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item;
Dimensional Shackles. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Dimensional Shackles
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Gem of Seeing. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Gem of Seeing (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Horn
of Blasting. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Horn of Blasting
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Free Action. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Free Action (Prerequisite: 16th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Ring of Protection (Prerequisite: 16th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of the Ram. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of the Ram (Prerequisite: 16th-level
artificer)"} {:name "Infusion: Enhance Wand", :description "Item: A wand(requires
attunement)\n\nWhile holding this wand, a creature gains a +1 bonus to spell
attack rolls. In addition, the creature ignores half cover when making a spell
attack. The bonus increases to +2 when you reach 12th level in this class."}
{:description "Item: A simple or martial weapon with the ammunition property
(requires attunement)\n\nThis magic weapon grants a +1 bonus to attack and damage
rolls made with it when it's used to make a ranged attack, and it ignores the
loading property if it has it. The weapon requires no ammunition; it magically
produces one piece of ammunition each time you make a ranged attack with it, unless
you manually load it. The ammunition produced by the weapon vanishes the instant
after the it hits or misses a target.", :name "Infusion: Repeating Shot"}
{:description "Item: A shield (requires attunement)\n\nA creature gains a +1 bonus
to Armor Class while wielding this shield. While holding it, the wielder can use a
reaction immediately after being hit by a melee attack to push the attacker up to
15 feet away. Once used, this reaction can't be used again until the wielder
finishes a short or long rest.", :name "Infusion: Repulsion Shield (Prerequisite:
8th-level artificer)"}], :option-pack "UA - The Artificer Returns", :name
"Artificer Infusions", :key :artificer-infusions}, :artificer-tool-proficiency
{:options [{:description "You have proficiency with artisan's tools (Alchemist's
supplies).", :name "Alchemist's supplies"} {:description "You have proficiency with
artisan's tools (Brewer's supplies).", :name "Brewer's supplies"} {:description
"You have proficiency with artisan's tools (Calligrapher's supplies).", :name
"Calligrapher's supplies"} {:description "You have proficiency with artisan's tools
(Carpenter's tools).", :name "Carpenter's tools"} {:description "You have
proficiency with artisan's tools (Cartographer's tools).", :name "Cartographer's
tools"} {:description "You have proficiency with artisan's tools (Cobbler's
tools).", :name "Cobbler's tools"} {:description "You have proficiency with
artisan's tools (Cook's utensils).", :name "Cook's utensils"} {:description "You
have proficiency with artisan's tools (Glassblower's tools).", :name "Glassblower's
tools"} {:description "You have proficiency with artisan's tools (Jeweler's
tools).", :name "Jeweler's tools"} {:description "You have proficiency with
artisan's tools (Leatherworker's tools).", :name "Leatherworker's tools"}
{:description "You have proficiency with artisan's tools (Mason's tools).", :name
"Mason's tools"} {:description "You have proficiency with artisan's tools
(Painter's supplies).", :name "Painter's supplies"} {:description "You have
proficiency with artisan's tools (Potter's tools).", :name "Potter's tools"}
{:description "You have proficiency with artisan's tools (Smith's tools).", :name
"Smith's tools"} {:description "You have proficiency with artisan's tools (Weaver's
tools).", :name "Weaver's tools"} {:description "You have proficiency with
artisan's tools (Woodcarver's tools).", :name "Woodcarver's tools"}], :option-pack
"UA - The Artificer Returns", :name "Artificer Tool Proficiency", :key :artificer-
tool-proficiency}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer-
returned, :traits [{:description "By the time you adopt this specialty at 3rd
level, you're deeply familiar with employing its tools.\n\nProficiencies. You gain
proficiency with alchemist's supplies and the herbalism kit, assuming you don't
already have them. You also gain alchemist's supplies and an herbalism kit for free
—the result of tinkering you've done as you've prepared for this specialization.\n\
nCrafting. If you craft a magic item in the potion category, it takes you a quarter
of the normal time, and it costs you half as much of the usual gold.", :level
3, :name "Tools of the Trade"} {:description "Starting at 3rd level, you always
have certain spells prepared after you reach particular levels in this class, as
shown in the Alchemist Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells you
prepare.", :name "Alchemist Spells", :level 3} {:level 3, :description "At 3rd
level,you learn ancient methods for magically creating a special homunculus that is
formed by alchemical substances.\n Whenever you finish a long rest and your
alchemist's supplies are with you, you can form this homunculus in an unoccupied
space within 5 feet of you. If you already have a homunculus from this feature, the
first one immediately dies.\n The homunculus is friendly to you and your
companions, and it obeys your commands. See this creature's game statistics in the
Alchemical Homunculus stat block. You determine the homunculus's appearance, which
includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-
looking birds, whereas others like winged vials or miniature cauldrons.\n In
combat, the homunculus shares your initiative count, but it takes its turn
immediately after yours. The only action it takes on its turn is the Dodge action,
unless you take a bonus action on your turn to command it to take one of the
actions in its stat block or to take the Dash, Disengage, or Help action.\n If
the mending spell is cast on it, it regains 2d6 hit points. If it has died within
the last hour, you can use your alchemist's supplies as an action to revive it,
provided you are within 5 feet of it and you expend a spell slot of 1st level or
higher. The homunculus returns to life with all its hit points restored.", :name
"Alchemical Homunculus"} {:level 6, :description "At 6th level, your command of
magical chemicals has become masterful, enhancing the healing and damage you create
through them. When you cast a spell using your alchemist's supplies as the
spellcasting focus, you gain a bonus to one roll of the spell. That roll must
restore hit points or be a damage roll that deals acid or poison damage, and the
bonus equals your Intelligence modifier (minimum of +1).\n In addition, you can
cast lesser restoration without expending a spell slot, provided you use
alchemist's supplies as the spellcasting focus. You can do so a number of times per
day equal to your Intelligence modifier (minimum of once).", :name "Alchemical
Mastery"} {:description "By 14th level, you have been exposed to so many chemicals
and unlocked their secrets that they pose little risk to you, and you can use them
to quickly end certain ailments. You gain resistance to acid damage and poison
damage, and you are now immune to the poisoned condition.\n In addition, you can
cast greater restoration once without expending a spell slot and without providing
the material component, provided you use alchemist's supplies as the spellcasting
focus. You regain the ability to do so when you finish a long rest.", :level
14, :name "Chemical Savant"}], :level-modifiers [{:type :tool-prof, :level
3, :value :alchemists-supplies} {:type :tool-prof, :level 3, :value :herbalism-kit}
{:type :spell, :level 3, :value {:level 1, :key :purify-food-and-
drink, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 3, :value
{:level 1, :key :ray-of-sickness, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :melfs-acid-
arrow, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :web, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
9, :value {:level 3, :key :create-food-and-
water, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 3, :key :stinking-cloud, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level
4, :key :blight, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
13, :value {:level 4, :key :death-ward, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 17, :value {:level
5, :key :cloudkill, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
17, :value {:level 5, :key :raise-dead, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 6, :value {:level 2, :key :lesser-
restoration, :ability :orcpub.dnd.e5.character/int}} {:type :damage-
resistance, :level 14, :value :acid} {:type :damage-resistance, :level
14, :value :poison} {:type :spell, :level 14, :value {:level 5, :key :greater-
restoration, :ability :orcpub.dnd.e5.character/int}}], :option-pack "UA - The
Artificer Returns", :name "Alchemist", :key :alchemist}, :artillerist
{:class :artificer-returned, :traits [{:name "Tools of the Trade", :level
3, :description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n\nProficiencies. You gain proficiency with
smith's tools and woodcarver's tools, assuming you don't already have them. You
also gain those tools for free—the result of tinkering you've done as you've
prepared for this specialization.\n In addition, you gain the ability to use
rods, staffs, and wands as spellcasting focuses for your artificer spells. You also
gain a nonmagical, wooden wand for free, which you've carved in your spare time.\n\
nCrafting. If you craft a magic item in the wand category, it takes you a quarter
of the normal time, and it costs you half as much of the usual gold."} {:level
3, :description "At 3rdlevel, you learn how to create a magical turret. With your
smith's tools in hand, you can take an action to magically summon a Medium turret
in an unoccupied space on a horizontal surface within 5 feet of you.\n The turret
is a magical object that occupies its space and that has crablike legs. It has an
AC of 18 and a number of hit points equal to five times your artificer level. It is
immune to poison damage, psychic damage, and all conditions. If it is forced to
make an ability check or a saving throw, treat all its ability scores as 10 (+0).
If the mending spell is cast on it, it regains
2d6 hit points. It disappears if it is reduced to 0 hit points or after 10
minutes. You can dismiss it early as an action.\n When you summon the turret, you
decide which type it is, choosing from the options on the Arcane Turrets table. On
each of your turns, you can take a bonus action to cause the turret to activate if
you are within 60 feet of it. As part of the same action, you can direct the turret
to walk or climb up to 15 feet to an unoccupied space.\n You can summon a turret
once for free and must finish a long rest before doing so again. You can also
summon the turret by expending a spell slot of 1st level or higher. If you summon a
second turret, the first turret disappears.\n As an action, you can command your
turret to detonate if you are within 60 feet of it. Doing so destroys the turret
and forces each creature within 10 feet of it to make a Dexterity saving throw
against your spell save DC, taking 3d6 force damage on a failed save or half as
much damage on a successful one.\n\nArcane Turrets\nFlamethrower. The turret
exhales fire in an adjacent 15-foot cone that you designate. Each creature in that
area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire
damage on a failed save or half as much damage on a successful one. The fire
ignites any flammable objects in the area that aren't being worn or carried.\n\
nForce Ballista. Make a ranged spell attack, originating from the turret, at one
creature or object within 120 feet of it. On a hit, the target takes 2d8 force
damage, and if the target is a creature, it is pushed up to 5 feet away from the
turret.\n\nDefender. The turret emits a burst of positive energy that grants itself
and each creature of your choice within 10 feet of it a number of temporary hit
points equal to 1d8 + your Intelligence modifier (minimum of +1).", :name "Arcane
Turret"} {:level 6, :name "Wand Prototype", :description "By 6th level, you now
regularly experiment with channeling different types of magic through wands.
Whenever you finish a long rest and your woodcarver's tools are with you, you can
touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you
invest it with one artificer cantrip of your choice — even one you don't know —
that has a casting time of 1 action. As an action, you can cause the magic wand to
produce the cantrip, using your spellcasting ability modifier (other creatures are
unable to use the wand's magic). The wand loses this magic when you finish your
next long rest.\n Any damage roll you make for a cantrip in the wand gains a
bonus equal to your Intelligence modifier (minimum of +1).\n When you reach 14th
level in this class, you can invest the wand with two cantrips at the end of a long
rest."} {:description "Starting at 14th level, you're a master at conjuring a well-
defended emplacement. You and your allies have half cover while within 10 feet of a
turret you create with Arcane Turret, as a result of a shimmering field of magical
protection that the turret emits.\n You can also now summon a second turret for
free and must finish a long rest before doing so again. If you summon the second
turret while the first is still present, the first one doesn't disappear, and each
turret can be of a different type (if you summon a third turret, the first turret
vanishes). Moreover, you can use one bonus action to activate both turrets.", :name
"Fortified Position", :level 14}], :level-modifiers [{:type :tool-
prof, :value :smiths-tools, :level 3} {:type :tool-prof, :value :woodcarvers-tools,
:level 3} {:type :spell, :level 3, :value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
3, :value {:level 1, :key :thunderwave, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :scorching-
ray, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :shatter, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :fireball}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :wind-wall}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :ice-storm}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :wall-of-fire}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :cone-of-cold}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-
pack "UA - The Artificer Returns", :name
"Artillerist", :key :artillerist}, :archivist {:class :artificer-returned, :traits
[{:description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n\nProficiencies. You gain proficiency with
calligrapher's supplies and the forgery kit, assuming you don't already have them.
You also gain calligrapher's supplies and a forgery kit for free—the result of
tinkering you've done as you've prepared for this specialization.\n\nCrafting. If
you craft a magic item in the scroll category, it takes you a quarter of the normal
time, and it costs you half as much of the usual gold.", :name "Tools of the
Trade", :level 3} {:name "Artificial Mind", :level 3, :description "At 3rd level,
you discover how to awaken a mind inside an object. Whenever you finish a long rest
and your calligrapher's supplies are with you, you can magically rouse a keen mind
within a Tiny, nonmagical object on which you write mystical symbols. The object is
a magic item while the mind is inside it, and you can use it as a spellcasting
focus. If you already have an artificial mind from this feature, the first one
immediately dissipates.\n The magic item has the following properties.\n\
nTelepathic Advisor. The artificial mind telepathically supplies you with advice
and information about certain topics: while the item is on your person, you have
proficiency in two skills of your choice; the item's main material determines which
skills you can choose from, as shown on the Artificial Mind table in the Skill
Proficiencies column, for the nature of the object affects the mind's knowledge.\n\
nManifest Mind. As a bonus action while the item is on your person, you can cause
the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space
of your choice within 60 feet of you. This presence is intangible and invulnerable,
and it sheds dim light in a 10-foot radius. You determine its appearance; the
Artificial Mind table offers suggested appearances based on the object's main
material.\nWhile manifested, the spectral mind can hear and see, and it has
darkvision with a range of 60 feet. As an action, you can hear and see using the
mind's senses, instead of your own, until your concentration ends (as if
concentrating on a spell).\nAs a bonus action, you can cause the spectral mind to
hover up to 30 feet to an unoccupied space that you or it can see. It can pass
through creatures but not objects. The spectral mind stops manifesting if it is
ever more than 300 feet away from its magic item or if you dismiss it as a bonus
action.\nWhen you cast an artificer spell on your turn, you can cast it as if you
were in the spectral mind's space, instead of your own, using its senses. You can
do so a number of times per day equal to your Intelligence modifier (at least
once), and you regain all expended uses when you finish a long rest.\n\nInformation
Overload. As an action while the item is on your person, you can try to magically
overload the thoughts of one creature you or the mind can see that is within 5 feet
of the manifested mind, channelling a jumble of information from the artificial
mind. Unless the target succeeds on an Intelligence saving throw against your spell
save DC, the target takes 1d8 psychic damage, and the next attack roll against it
before the end of your next turn has advantage, since it is temporarily too
distracted to defend itself well. The damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8) in this class.Whenever you deal
damage with this feature, you can expend a spell slot to deal extra damage to the
target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
level higher than first.\n\nArtificial Mind\nMain Material
Skill Proficiencies Suggested
Appearance\nAnimal {parchment, leather, bone} Animal Handling, Insight, Medicine,
Perception, Survival A beast or a humanoid visage with antlers\nMineral
{glass, stone, metal} Deception, Intimidation, Performance, Persuasion
A robotic or golem-like face\nPlant {paper, wood} Arcana, History,
Investigation, Nature, Religion A bespectacled visage or a treant"}
{:description "At 6th level, you've learned how to use your artifices to access
minds, both to communicate and to harm.\n\nMagical Telephony. While you have your
Artificial Mind item on your person, you can communicate telepathically with anyone
carrying an item bearing one of your artificer infusions, as the mind transmits
your thoughts to each other. That person can also communicate telepathically with
you as long as they have the item. This two-way communication can even cross planar
boundaries.\n\nPsychic Damage. When you make a psychic damage roll for an artificer
spell or for Information Overload, you gain a bonus to the damage roll equal to
your Intelligence modifier (minimum bonus of +1).", :name "Mind Network", :level 6}
{:description "At 14th level, your Artificial Mind is able to receive and transmit
more information than ever before.\n\nMind Overload. When you expend a spell slot
to increase the damage of Information Overload, the target
must succeed on an Intelligence saving throw against your spell save DC or be
stunned until the end of your next turn.\n\nInfoportation. As an action while your
Artificial Mind magic item is on your person, you cause the mind to turn you into
pure information, teleporting you to the unoccupied space nearest to the spectral
mind or to an item bearing one of your artificer infusions, where you physically
reappear.\nYou can teleport in this way once for free and must finish a long rest
before doing so again. You can also use this special ability by expending a spell
slot of 2nd level or higher.", :level 14, :name "Pure Information"}], :level-
modifiers [{:type :tool-prof, :level 3, :value :calligraphers-supplies}
{:type :tool-prof, :level 3, :value :forgery-kit} {:type :spell, :level 3, :value
{:level 1, :key :comprehend-languages, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 3, :value {:level 1, :key :dissonant-
whispers, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :ability :orcpub.dnd.e5.character/int, :key :detect-thoughts}}
{:type :spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/int, :key :locate-object}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :hypnotic-pattern}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :tongues}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :locate-creature}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :phantasmal-killer}} {:type :spell, :level
17, :value {:level 5, :ability :orcpub.dnd.e5.character/int, :key :legend-lore}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :modify-memory}}], :option-pack "UA - The
Artificer Returns", :name "Archivist", :key :archivist}, :battle-smith
{:class :artificer-returned, :traits [{:description "By the time you adopt this
specialty at 3rd level, you're deeply familiar with employing its tools.\n\
nProficiencies. You gain proficiency with leatherworker's tools and smith's tools,
assuming you don't already have them. You also gain leatherworker's tools and
smith's tools for free—the result of tinkering you've done as you've prepared for
this specialization.\n\nCrafting. If you craft a magic item in the armor category,
it takes you a quarter of the normal time, and it costs you half as much of the
usual gold.", :name "Tools of the Trade", :level 3} {:description "When you reach
3rd level, your combat training and your experiments with magic and have paid off
in two ways:\n • You gain proficiency with martial weapons.\n • When you attack
with a magic weapon, you can use your Intelligence modifier, instead of Strength or
Dexterity, for the attack and damage rolls.", :name "Battle Ready", :level 3}
{:description "By 3rd level, the tinkering in your free time has borne you a
faithful companion, an iron defender. This metallic creature resembles a hound, a
cougar, a bear, or another four-legged creature of your choice. It is friendly to
you and your companions, and it obeys your commands. See this creature's game
statistics in the iron defender stat block.\n In combat, the iron defender shares
your initiative count, but it takes its turn immediately after yours. It can move
and use its reaction on its own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on your turn to command it to take one
of the actions in its stat block or the Dash, Disengage, or Help action.\n If the
mending spell is cast on it, it regains 2d6 hit points. If it has died within the
last hour, you can use your smith's tools as an action to revive it, provided you
are within 5 feet of it and you expend a spell slot of 1st level or higher. The
iron defender returns to life after 1 minute with all its hit points restored.\n
At the end of a long rest, you can create a new iron defender if you have your
smith's tools with you. If you already have an iron defender from this feature, the
first one immediately perishes.", :name "Iron Defender", :level 3} {:description
"At 6th level, you learn new ways to channel arcane energy through your weapon
attacks and your iron defender.\n First, your iron defender's bite attack is now
considered magical for the purposes of bypassing resistances and immunities, thanks
to enhancements you've made to the creature in your free time.\n Second, when you
or your iron defender hits a target with a magic weapon attack, you can channel
magical energy through the strike to create one of the following effects:\n • The
target takes an extra 2d4 force damage.\n • Choose one creature or object you can
see within 30 feet of the target. Healing energy flows into the chosen recipient,
restoring 2d4 hit points to it.\n You can channel this magical energy a number of
times equal to your Intelligence modifier (minimum of once), but you can do so no
more than once on a turn. You regain all expended uses of this feature when you
finish a long rest.", :level 6, :name "Arcane Jolt"} {:description "At 14th level,
your Arcane Jolt and iron defender become more powerful:\n • The extra damage and
the healing of your Arcane Jolt both increase to 4d4.\n • Whenever your iron
defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 +
your Intelligence modifier.", :level 14, :name "Improved Defender"}], :level-
modifiers [{:type :tool-prof, :value :leatherworkers-tools, :level 3} {:type :tool-
prof, :level 3, :value :smiths-tools} {:type :spell, :level 3, :value {:level
1, :ability :orcpub.dnd.e5.character/int, :key :heroism}} {:type :spell, :level
3, :value {:level 1, :ability :orcpub.dnd.e5.character/int, :key :searing-smite}}
{:type :spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/int, :key :branding-smite}} {:type :spell, :level
5, :value {:level 2, :ability :orcpub.dnd.e5.character/int, :key :warding-bond}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :aura-of-vitality}} {:type :spell, :level
9, :value {:level 3, :ability :orcpub.dnd.e5.character/int, :key :blinding-smite}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :aura-of-purity}} {:type :spell, :level
13, :value {:level 4, :ability :orcpub.dnd.e5.character/int, :key :staggering-
smite}} {:type :spell, :level 17, :value {:level
5, :ability :orcpub.dnd.e5.character/int, :key :banishing-smite}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :mass-cure-wounds}} {:type :weapon-prof, :level
3, :value :martial}], :option-pack "UA - The Artificer Returns", :name "Battle
Smith", :key :battle-smith}}, :orcpub.dnd.e5/monsters {:alchemical-homunculus
{:description "Hit Points: equal to five times its creators Artificer level + its
creators Intelligence modifier\nSenses: darkvision 60 ft., passive Perception 10\
nLanguages: understands the languages its creator speaks\nMight of the Master. The
following numbers increase by 1 when your proficiency bonus increases by 1: the
homunculus's skill bonusesand the bonuses to hit and damage of its Acidic
Spittle.", :key :alchemical-homunculus, :int 10, :speed "20 ft., fly 30 ft.", :name
"Alchemical Homunculus", :alignment "neutral", :cha 7, :hit-points {:modifier
1, :die-count 1, :die 4}, :type :construct, :size :tiny, :option-pack "UA - The
Artificer Returns", :armor-class 13, :skills {:perception 4, :stealth 4}, :str
4, :con 11, :dex 15, :wis 10, :props {:damage-immunity {:acid true, :poison
true}, :condition-immunity {:charmed true, :poisoned true}}, :traits [{:description
"Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see.\nHit:1d6 +
2 acid damage", :type :action, :name "Acidic Spittle (requires its creators Bonus
Action to use)"} {:description "The homunculus produces a salve and touches one
creature you designate. The target receives one of the following magical benefits
of your choice:\n\nBuoyancy. The target gains a flying speed of 10 feet for 10
minutes.\nInspiration. The target feels giddy and effective, gaining advantage on
certain ability checks in the next hour. The target chooses the checks before or
after rolling. The magic runs out after the target has used it on a number of
checks equal to your Intelligence modifier (minimum of 1).\nResilience. The target
gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.",
:name "Alchemical Salve (3/Day)"}]}, :iron-defender {:senses "darkvision 60 ft.,
passive Perception 10", :description "- Has Hit Points equal to five times your
level in the Artificer class + your Intelligence modifier + the iron defender's
Constitution modifier.\n- Understands the languages you speak.", :armor-notes
"natural armor", :key :iron-defender, :int 4, :speed "40 ft.", :name "Iron
Defender", :alignment "neutral", :cha 6, :hit-points {:modifier 1, :die-count
1, :die 4}, :type :construct, :size :medium, :option-pack "UA - The Artificer
Returns", :armor-class 15, :skills {:perception 4}, :str 14, :con 14, :dex 12, :wis
10, :props {:damage-immunity {:poison true}, :condition-immunity {:charmed
true, :exhausted true, :poisoned true}}, :traits [{:description "The following
numbers increase by 1 when your proficiency bonus increases by 1: the iron
defender's skill bonuses, the bonuses to hit and damage of its bite, and the number
of hit points restored by its Repair action.", :name "Might of the Master"}
{:description "The iron defender can't be surprised.", :name "Vigilant"}
{:type :action, :name "Bite (Requires Your Bonus Action)", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target you can see.\nHit: 1d8 + 2
piercing damage."} {:type :action, :description "The magical mechanisms inside the
iron
defender restore 2d8 + 2 hit points to itself or to one construct or object within
5 feet of it.", :name "Repair (3/Day, requires Your Bonus Action)"} {:type :action,
:description "The iron defender imposes disadvantage on the attack roll of one
creature it can see that is within 5 feet of it, provided the attack roll is
against a creature other than the iron defender.", :name "Reaction: Defensive
Pounce"}]}}}, "Adventurers League - Tales From the Yawning Portal"
{:orcpub.dnd.e5/monsters {:nereid {:key :nereid, :int 13, :speed "30 ft., swim 60
ft.", :name "Nereid", :alignment "any chaotic alignment", :cha 16, :hit-points
{:die-count 8, :die 8, :modifier 8}, :type :fey, :size :medium, :option-pack "Tales
From the Yawning Portal", :armor-class 13, :skills {:acrobatics 5, :nature
3, :stealth 5, :survival 4}, :str 10, :challenge 2, :con 12, :dex 17, :wis
14, :props {:language {:aquan true, :common true, :elvish true, :sylvan
true}}, :traits [{:name "Amphibious", :description "The nereid can breathe air and
water. "} {:name "Aquatic Invisibility", :description "If immersed in water, the
nereid can make itself invisible as a bonus action. It remains invisible until it
leaves the water, ends the invisibility as a bonus action, or dies. "} {:name
"Mantle Dependent", :description "The nereid wears a mantle of silky cloth the
color of sea foam, which holds the creature's spirit. The mantle has an AC and hit
points equal to that of the nereid, but the garment can't be directly harmed while
the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and
dies within 1 hour. A nereid is willing to do anything in its power to recover the
mantle if it is stolen, including serving the thief. "} {:name "Shape
Water", :description "The nereid can cast control water at will, requiring no
components. Its spellcasting ability for it is Charisma. This use of the spell has
a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
"} {:name "Speak with Animals", :description "The nereid can comprehend and
verbally communicate with beasts. "} {:type :action, :name "Blinding
Acid", :description "Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range
30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and the target is blinded until
the start of the nereid's next turn."} {:type :action, :name "Drowning Kiss
(Recharge 5-6)", :description "The nereid touches one creature it can see within 5
feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22
(3d12 + 3) acid dam-age. On a failure, it also runs out of breath and can't speak
for 1 minute. At the end of each of its turns, it can repeat the save, ending the
effect on itself on a success."} {:type :action, :name "Water Lash", :description
"The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of
its choice and strike one target it can see within 5 feet of that water. The target
must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3)
bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15
feet in a straight line or is knocked prone (nereid's choice). On a successful
save, the target takes half as much damage and isn't pushed or knocked prone."}]},
:greater-zombie {:key :greater-zombie, :int 4, :speed "30 ft. ", :name "Greater
Zombie", :alignment "neutral evil", :cha 6, :hit-points {:die-count 13, :die
8, :modifier 39}, :type :undead, :size :medium, :option-pack "Tales From the
Yawning Portal", :armor-class 15, :str 18, :saving-throws {:wis 1}, :challenge
5, :con 17, :dex 10, :wis 6, :props {:language {:understands-the-languages-it-knew-
in-life-but-cant-speak true}, :damage-resistance {:cold true, :necrotic
true}, :damage-immunity {:poison true}, :condition-immunity {:charmed
true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Turn
Resistance", :description "The zombie has advantage on saving throws against any
effect that turns undead."} {:name "Undead Fortitude", :description "If damage
reduces the zombie to O hit points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On
a success, the lich drops to 1 hit point instead. "} {:type :action, :name
"Multiattack", :description "The zombie makes two melee attacks. "} {:type :action,
:name "Empowered Slam", :description "Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic
damage."}]}, :giant-ice-toad {:key :giant-ice-toad, :int 8, :speed "30 ft.", :name
"Giant Ice Toad", :alignment "neutral", :cha 6, :hit-points {:die-count 7, :die 10,
:modifier 14}, :type :monstrosity, :size :large, :option-pack "Tales From the
Yawning Portal", :armor-class 14, :str 16, :challenge 3, :con 14, :dex 13, :wis 10,
:props {:language {:ice-toad true}, :damage-immunity {:cold true}}, :traits [{:name
"Amphibious", :description "The toad can breathe air and water."} {:name "Cold
Aura", :description "Any creature that starts its turn within 10 feet of the toad
takes 5 (1d10) cold damage. "} {:name "Standing Leap", :description "The toad's
long jump is up to 20 feet and its high jump is up to 10 feet, with or without a
running start."} {:type :action, :name "Bite", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the
target is grappled (escape DC 13). Until this grapple ends, the target is
restrained, and the toad can't bite another target."} {:type :action, :name
"Swallow", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or
smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, the
target is swallowed, and the grapple ends. The swallowed target is blinded and
restrained, it has total cover against attacks and other effects outside the toad,
and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of
the toad's turns. The toad can have only one target swallowed at a time. If the
toad dies, a swallowed creature is no longer restrained by it and can escape from
the corpse using 5 feet of movement, exiting prone. "}]}, :kalka-kylla
{:key :kalka-kylla, :int 15, :speed "30 ft., swim 30 ft.", :name "Kalka-
Kylla", :alignment "neutral", :cha 12, :hit-points {:die-count 10, :die
10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Tales From the
Yawning Portal", :armor-class 15, :skills {:deception 3, :insight 5, :stealth
3}, :str 17, :challenge 3, :con 16, :dex 12, :wis 16, :props {:language {:olman
true}}, :traits [{:name "Amphibious", :description "Kalka-Kylla can breathe air and
water. "} {:name "False Appearance", :description "While Kalka-Kylla remains
motionless and hidden in its shell, it is indistinguishable from a polished
boulder. "} {:name "Shell", :description "Kalka-Kylla can use a bonus action to
retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4
bonus to AC, and it has a speed ofO and can't benefit from bonuses to speed. "}
{:type :action, :name "Multiattack", :description "Kalka-Kylla makes two claw
attacks. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the
target is a Medium or smaller creature, it is grappled (escape DC 13). Until this
grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which
can grapple only one target."}]}, :sir-braford {:key :sir-braford, :int 10, :speed
"30 ft. ", :name "Sir Braford", :alignment "neutral evil", :cha 14, :hit-points
{:die-count 3, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack
"Tales From the Yawning Portal", :armor-class 18, :skills {:athletics
5, :perception 3}, :str 16, :challenge 0.5, :con 14, :dex 9, :wis 13, :props
{:language {:common true}}, :traits [{:name "Barkskin", :description "Sir Braford's
AC can't be lower than 16."} {:name "Special Equipment", :description "Sir Braford
wields Shatterspike, a magic longsword that grants a +1 bonus to attack and damage
rolls made with it (included in his attack). If it hits an objet, the hit is
automatically a critical hit, and it can deal bludgeoning or slashing damage to the
object (wielder's choice). Further, damage from nonmagical sources can't harm the
weapon."} {:name "Tree Thrall", :description "If the Gulthias Tree dies, Sir Bra
ford dies 24 hours later."} {:name "Reaction: Protection", :description "When a
creature Sir Braford can see attacks a target other than him that is within 5 feet
of him, he can use a reac-tion to use his shield to impose disadvantage on the
attack roll. "} {:type :action, :name "Longsword", :description "Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage if used with two hands. "}]}, :sharwyn-hucrele
{:key :sharwyn-hucrele, :int 16, :speed "30 ft.", :name "Sharwyn
Hucrele", :alignment "neutral evil", :cha 9, :hit-points {:die-count 2, :die
8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Tales From the
Yawning Portal", :armor-class 16, :skills {:arcana 5, :insight 4, :persuasion
1}, :str 11, :challenge 0.5, :con 14, :dex 13, :wis 14, :props {:language {:common
true, :goblin true, :draconic true}}, :traits [{:name "Barkskin", :description
"Sharwyn's AC can't be lower than 16."} {:name "Special Equipment", :description
"Sharwyn has a spell book that contains the spells listed in her Spellcasting
trait, plus detect magic and silent image."} {:name "Spellcasting", :description
"Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence
(spell save DC 13, +5 to hit with spell at-tacks). She has the following wizard
spells prepared: \nCantrips (at will): light, prestidigitation, ray of frost \n1st
level (2 slots): color spray,
magic missile, shield, sleep"} {:name "Tree Thrall", :description "If the Gulthias
Tree dies, Sharwyn dies 24 hours later."} {:type :action, :name
"Dagger", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage."}]}, :necromancer {:key :necromancer, :int
17, :speed "30 ft. ", :name "Necromancer", :alignment "any alignment", :cha
11, :hit-points {:die 8, :die-count 12, :modifier
12}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws
{:int 7, :wis 5}, :challenge 9, :con 12, :dex 14, :wis 12, :languages "any four
languages", :disabled? true, :props {:damage-resistance {:necrotic true}, :language
{:any-four-languages- true}}, :traits [{:description "The necromancer is a 12th-
level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). The necromancer has the following wizard spells
prepared: \nCantrips (at will): chill touch, dancing lights, mage hand, mending \
n1st level (4 slots): false life,* mage armor, ray of sickness* \n2nd level (3
slots): blindness/deafness,* ray of enfeeblement,* web \n3rd level (3 slots):
animate dead,* bestow curse,* vampiric touch* \n4th level (3 slots): blight,*
dimension door, stoneskin \n5th level (2 slots): Bigby's hand, cloudkill \n6th
level (1 slot): circle of death* \n*Necromancy spell of 1st level or higher
", :name "Spellcasting"} {:description "When necromancer kills a creature that is
neither a construct nor undead with a spell of 1st level or higher, the necromancer
regains hit points equal to twice the spell's level, or three times if it is a
necromancy spell. ", :name "Grim Harvest (1/Turn)"} {:description "Melee Spell
Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
", :name "Withering Touch", :type :action}]}, :sea-lion {:key :sea-lion, :int
3, :speed "10 ft., swim 40 ft.", :name "Sea Lion", :alignment "unaligned", :cha
8, :hit-points {:die-count 12, :die 10, :modifier
24}, :type :monstrosity, :size :large, :option-pack "Tales From the Yawning
Portal", :armor-class 15, :skills {:perception 4, :stealth 5}, :str 17, :challenge
5, :con 15, :dex 15, :wis 12, :traits [{:name "Amphibious", :description "The sea
lion can breathe air and water. "} {:name "Keen Smell", :description "The sea lion
has advantage on Wisdom (Perception) checks that rely on smell."} {:name "Pack
Tactics", :description "The sea lion has advantage on an attack roll against a
creature if at least one of the sea lion's allies is within 5 feet of the creature
and the ally isn't incapacitated. "} {:name "Swimming Leap", :description "With a
10-foot swimming start, the sea lion can long jump out of or across the water up to
25 feet. "} {:type :action, :name "Multiattack", :description "The sea lion makes
three attacks: one bite attack and two claw attacks."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
12 (2d8 + 3) piercing damage. "} {:type :action, :name "Claw", :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing
damage. "}]}, :thorn-slinger {:key :thorn-slinger, :int 1, :speed "10 ft. ", :name
"Thorn Slinger", :alignment "unaligned", :cha 1, :hit-points {:die-count 5, :die
10, :modifier 5}, :type :plant, :size :large, :option-pack "Tales From the Yawning
Portal", :armor-class 11, :str 13, :challenge 0.5, :con 12, :dex 12, :wis
10, :props {:condition-immunity {:blinded true, :deafened true, :frightened true}},
:traits [{:name "Adhesive Blossoms", :description "The thorn slinger adheres to
anything that touches it. A Medium or smaller creature adhered to the thorn slinger
is also grappled by it (escape DC 11). Ability checks made to escape this grapple
have disadvantage. At the end of each of the thorn slinger's turns, anything
grappled by it takes 3 (1d6) acid damage."} {:name "False Appearance", :description
"While the thorn slinger remains motionless, it is indistinguishable from an
inanimate bush."} {:type :action, :name "Thorns", :description "Melee or Ranged
Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1)
piercing damage. "}]}, :transmuter {:key :transmuter, :int 17, :speed "30 ft.
", :name "Transmuter", :alignment "any alignment", :cha 11, :hit-points {:die
8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Tales From the
Yawning Portal", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-
throws {:int 6, :wis 4}, :challenge 5, :con 11, :dex 12, :wis 12, :languages "any
four languages", :disabled? true, :props {:language {:any-four-languages-
true}}, :traits [{:description "The transmuter is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). The transmuter has the following wizard spells prepared: \nCantrips (at
will): light, mending, prestidigitation, ray of frost \n1st level (4 slots):
chromatic orb, expeditious retreat,* mage armor \n2nd level (3 slots): alter self,*
hold person, knock* \n3rd level (3 slots): blink,* fireball, slow* \n4th level (3
slots): polymorph,* stoneskin \n5th level (1 slot): telekinesis* \n*Transmutation
spell of 1st level or higher ", :name "Spellcasting"} {:description "The transmuter
carries a magic stone it crafted that grants its bearer one of the following
effects: \n• Darkvision out to a range of 60 feet \n• An extra 10 feet of speed
while the bearer is unencumbered \n• Proficiency with Constitution saving throws \
n• Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's
choice whenever the transmuter chooses this benefit) \nIf the transmuter has the
stone and casts a transmutation spell of 1st level or higher, it can change the
effect of the stone. ", :name "Transmuter's Stone"} {:description "Melee Weapon
Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3
(1d8 -1) bludgeoning damage if used with two hands. ", :name
"Quarterstaff", :type :action}]}, :giant-crayfish {:key :giant-crayfish, :int
1, :speed "30 ft., swim 30 ft.", :name "Giant Crayfish", :alignment
"unaligned", :cha 3, :hit-points {:die-count 7, :die 10, :modifier
7}, :type :beast, :size :large, :option-pack "Tales From the Yawning
Portal", :armor-class 15, :skills {:stealth 3}, :str 15, :challenge 2, :con
13, :dex 13, :wis 9, :traits [{:name "Amphibious", :description "The giant crayfish
can breathe air and water."} {:type :action, :name "Multiattack", :description "The
giant crayfish makes two claw attacks."} {:type :action, :name "Claw", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2)
bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two
claws, each of which can grapple only one target. "}]}, :leucrotta
{:key :leucrotta, :int 9, :speed "50 ft. ", :name "Leucrotta", :alignment "chaotic
evil", :cha 6, :hit-points {:die 10, :die-count 9, :modifier
18}, :type :monstrosity, :size :large, :option-pack "Tales From the Yawning
Portal", :armor-class 14, :skills {:deception 2, :perception 3}, :str
18, :challenge 3, :con 15, :dex 14, :wis 12, :languages "abyssal,
gnoll", :disabled? true, :props {:language {:abyssal true, :gnoll true}}, :traits
[{:description "The leucrotta has advantage on Wisdom (Perception) checks that rely
on smell. ", :name "Keen Smell"} {:description "If the leucrotta attacks with its
hooves, it can take the Disengage action as a bonus action. ", :name "Kicking
Retreat"} {:description "The leucrotta can mimic animal sounds and humanoid voices.
A creature that hears the sounds can tell they are imitations with a successful DC
14 Wisdom (Insight) check. ", :name "Mimicry"} {:description "When the leucrotta
reduces a creature to 0 hit points with a melee attack on its turn, it can take a
bonus action to move up to half its speed and make an attack with its hooves.
", :name "Rampage"} {:description "The leucrotta makes two attacks: one with its
bite and one with its hooves. ", :name "Multiattack", :type :action} {:description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage. If the leucrotta scores a critical hit, it rolls the damage dice three
times, instead of twice. ", :name "Bite", :type :action} {:description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage. ", :name "Hooves", :type :action}]}, :choker {:key :choker, :int 4, :speed
"30 ft. ", :name "Choker", :alignment "chaotic evil", :cha 7, :hit-points {:die
6, :die-count 3, :modifier 3}, :type :aberration, :size :small, :option-pack "Tales
From the Yawning Portal", :armor-class 16, :skills {:stealth 6}, :str
16, :challenge 1, :con 13, :dex 14, :wis 12, :languages "deep speech", :disabled?
true, :props {:language {:deep-speech true}}, :traits [{:description "The choker
can take an extra action on its turn. ", :name "Aberrant Quickness (Recharges after
a Short or Long Rest)"} {:description "The choker can move through and occupy a
space as narrow as 4 inches wide without squeezing. ", :name "Boneless"}
{:description "The choker can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check. ", :name "Spider Climb"}
{:description "The choker makes two tentacle attacks. ", :name "Multiattack", :type
:action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is
a Large or smaller creature, it is grappled (escape DC 15). Until this grapple
ends, the target is restrained, and the choker can't use this tentacle on another
target. The choker has two tentacles. If this attack is a critical hit, the target
also can't breathe or speak until the grapple
ends. ", :name "Tentacle", :type :action}]}, :thayan-apprentice {:key :thayan-
apprentice, :int 15, :speed "30 ft. ", :name "Thayan Apprentice", :alignment "any
non-good alignment", :cha 11, :hit-points {:die-count 5, :die 8, :modifier
5}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 4}, :str 10, :challenge 2, :con 12, :dex
14, :wis 13, :props {:language {:common true, :thayan true}}, :traits [{:name
"Doomvault Devotion", :description "Within the Doomvault, the apprentice has
advantage on saving throws against being charmed or frightened. "} {:name
"Spellcasting", :description "The apprentice is a 4th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell
attacks). It has the following wizard spells prepared: \nCantrips (at will): fire
bolt, mage hand, prestidigitation, shocking grasp \n1st level (4 slots): burning
hands, detect magic, mage armor, shield \n2nd level (3 slots): blur, scorching ray
"} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +4
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage."}]}, :enchanter {:key :enchanter, :int 17, :speed "30 ft. ", :name
"Enchanter", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count
9}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws
{:int 6, :wis 4}, :challenge 5, :con 11, :dex 14, :wis 12, :languages "any four
languages", :disabled? true, :props {:language {:any-four-languages-
true}}, :traits [{:description "The enchanter is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). The enchanter has the following wizard spells prepared: \nCantrips (at
will): friends, mage hand, mending, message \n1st level (4 slots): charm person,*
mage armor, magic missile \n2nd level (3 slots): hold person,* invisibility,
suggestion* \n3rd level (3 slots):fireball, haste, tongues \n4th level (3 slots):
dominate beast,* stoneskin \n5th level (2 slots): hold monster* \n*Enchantment
spell of 1st level or higher ", :name "Spellcasting"} {:description "Melee Weapon
Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage, or
3 (1d8-1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type
:action} {:description "The enchanter tries to magically divert an attack made
against it, provided that the attacker is with in 30 feet of it and visible to it.
The enchanter must decide to do so before the attack hits or misses. The attacker
must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the
creature closest to it, other than the enchanter or itself. If multiple creatures
are closest, the attacker chooses which one to target. ", :name "Reaction:
lnstinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st
Level or Higher)"}]}, :siren {:key :siren, :int 13, :speed "30 ft., swim 30
ft.", :name "Siren", :alignment "chaotic good", :cha 16, :hit-points {:die-count 7,
:die 8, :modifier 7}, :type :fey, :size :medium, :option-pack "Tales From the
Yawning Portal", :armor-class 14, :skills {:medicine 4, :nature 3, :stealth
6, :survival 4}, :str 10, :challenge 3, :con 12, :dex 18, :wis 14, :props
{:language {:common true, :elvish true, :sylvan true}}, :traits [{:name
"Amphibious", :description "Siren can breathe air and water. "} {:name "Innate
Spellcasting", :description "Siren's innate spellcasting ability is Charisma (spell
save DC 13). She can innately cast the following spells, requiring no material
components: \n1/day each: charm person, fog cloud, greater invisibility, polymorph
(self only) "} {:name "Magic Resistance", :description "Siren has advantage on
saving throws against spells and other magical effects. "} {:type :action, :name
"Shortsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage."} {:type :action, :name "Stupefying
Touch", :description "Siren touches one creature she can see within 5 feet of her.
The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3)
psychic damage and be stunned until the start of Siren's next
turn."}]}, :deathlock-wight {:key :deathlock-wight, :int 12, :speed "30 ft.
", :name "Deathlock Wight", :damage-immunities "poison", :alignment "neutral evil",
:cha 16, :hit-points {:die 8, :die-count 5, :modifier
15}, :type :undead, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 3, :perception 4}, :str 11, :saving-
throws {:wis 4}, :challenge 3, :con 16, :dex 14, :condition-immunities
"poisoned", :wis 14, :languages "the languages it knew in life", :disabled?
true, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison
true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing
true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits
[{:description "The wight's innate spellcasting ability is Charisma (spell save DC
13). It can innately cast the following spells, requiring no verbal or material
components: \nAt will: detect magic, disguise self, mage armor \n1/day each: fear,
hold person, misty step ", :name "Innate Spellcasting"} {:description "While in
sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"}
{:description "The wight attacks twice with Grave Bolt. ", :name
"Multiattack", :type :action} {:description "Ranged Spell Attack: +5 to hit, range
120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. ", :name "Grave Bolt", :type
:action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one creature.
Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution
saving throw or its hit point maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0. A humanoid slain by this attack
rises 24 hours later as a zombie under the wight's control, unless the humanoid is
restored to life or its body is destroyed. The wight can have no more than twelve
zombies under its control at one time. ", :name "Life
Drain", :type :action}]}, :champion {:key :champion, :int 10, :speed "30 ft.
", :name "Champion", :alignment "any alignment", :cha 12, :hit-points {:die
8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack
"Tales From the Yawning Portal", :armor-class 18, :skills {:athletics
9, :intimidation 5, :perception 6}, :str 20, :saving-throws {:con 6, :str
9}, :challenge 9, :con 14, :dex 15, :wis 14, :languages "any one language usually
common", :disabled? true, :props {:language {:any-one-language-usually-common-
true}}, :traits [{:description "The champion rerolls a failed saving throw.
", :name "Indomitable (2/Day)"} {:description "As a bonus action, the champion can
regain 20 hit points. ", :name "Second Wind (Recharges after a Short or Long
Rest)"} {:description "The champion makes three attacks with its greatsword or its
shortbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon
Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus
7 (2d6) slashing damage if the champion has more than half of its total hit points
remaining. ", :name "Greatsword", :type :action} {:description "Ranged Weapon
Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage,
plus 7 (2d6) piercing damage if the champion has more than half of its total hit
points remaining. ", :name "Light Crossbow", :type :action}]}, :evoker
{:key :evoker, :int 17, :speed "30 ft. ", :name "Evoker", :alignment "any
alignment", :cha 11, :hit-points {:die 8, :die-count 12, :modifier
12}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws
{:int 7, :wis 5}, :challenge 9, :con 12, :dex 14, :wis 12, :languages "any four
languages", :disabled? true, :props {:language {:any-four-languages-
true}}, :traits [{:description "The evoker is a 12th-level spellcaster. Its
spellcast-ing ability is Intelligence (spell save DC 15, +7 to hit with spell
attacks). The evoker has the following wizard spells prepared: \nCantrips (at
will): fire bolt,* light,* prestidigitation, ray of frost* \n1st level (4 slots):
burning hands,* mage armor, magic missile* \n2nd level (3 slots): mirror image,
misty step, shatter* \n3rd level (3 slots): counterspell,fireball,* lightning bolt*
\n4th level (3 slots): ice storm,* stoneskin \n5th level (2 slots): Bigby's hand,*
cone of cold* \n6th level (1 slot): chain lightning,* wall of ice* \n*Evocation
spell ", :name "Spellcasting"} {:description "When the evoker casts an evocation
spell that forces other creatures it can see, it can choose a number of them equal
to 1 + the spell's level. These creatures automatically succeed on their saving
throws against the spell. If a successful save means a chosen creature would take
half damage from the spell, it instead takes no damage from it. ", :name "Sculpt
Spells"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with
two hands. ", :name "Quarterstaff", :type :action}]}, :conjurer
{:key :conjurer, :int 17, :speed "30 ft.", :name "Conjurer", :alignment "any
alignment", :cha 11, :hit-points {:die 8, :die-count
9}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws
{:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis 12,
:languages "any four languages", :disabled? true, :props {:language {:any-four-
languages- true}}, :traits [{:description "The conjurer is a 9th-level spellcaster.
Its spell-casting ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). The conjurer has the following wizard spells prepared: \nCantrips (at
will): acid splash,* mage hand,* poison spray,* prestidigitation \n1st level (4
slots): mage armor, magic missile, unseen servant* \n2nd level (3 slots): cloud of
daggers,* misty step,* web* \n3rd level (3 slots): fireball, stinking cloud* \n4th
level (3 slots): Evard's black tentacles,* stoneskin \n5th level (2 slots):
cloudkill,* conjure elemental* \n*Conjuration spell of 1st level or higher ", :name
"Spellcasting"} {:description "As a bonus action, the conjurer teleports up to 30
feet to an unoccupied space that it can see. If it instead chooses a space within
range that is occupied by a willing Small or Medium creature, they both teleport,
swapping places. ", :name "Benign Transportation (Recharges after the Conjurer
Casts a Conjuration Spell of 1st Level or Higher)"} {:description "Melee or Ranged
Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage. ", :name "Dagger", :type :action}]}, :white-maw {:key :white-
maw, :int 12, :speed "10 ft.", :name "White Maw", :alignment "chaotic
neutral", :cha 3, :hit-points {:die-count 14, :die 20, :modifier
70}, :type :ooze, :size :gargantuan, :option-pack "Tales From the Yawning
Portal", :armor-class 5, :str 18, :challenge 10, :con 20, :dex 1, :wis 10, :props
{:damage-resistance {:acid true, :cold true, :fire true}, :damage-immunity {:poison
true}, :condition-immunity {:blinded true, :charmed true, :deafened
true, :frightened true, :poisoned true, :prone true}}, :traits [{:name "Amorphous
Form", :description "White Maw can occupy another creature's space and vice
versa."} {:name "Corrode Metal", :description "Any nonmagical weapon made of metal
that hits White Maw corrodes. After dealing damage, the weapon takes a permanent
and cumulative -1 penalty to damage rolls. if its penalty drops to -5, the weapon
is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed
after dealing damage. White Maw can eat through 2-inch-thick, nonmagical metal in 1
round."} {:name "False Appearance", :description "While White Maw remains
motionless, it is indistinguishable from white stone. "} {:name "Killer
Response", :description "Any creature that starts its turn in White Maw's space is
targeted by a pseudopod attack if White Maw isn't incapacitated. "} {:type :action,
:name "Pseudopod", :description "Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the
target is wearing nonmagical metal armor, its armor is partly corroded and takes a
permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if
the penalty reduces its AC to 10. "}]}, :giant-lightning-eel {:key :giant-
lightning-eel, :int 2, :speed "5 ft., swim 30 ft. ", :name "Giant Lightning
Eel", :alignment "unaligned", :cha 3, :hit-points {:die-count 5, :die 10, :modifier
15}, :type :beast, :size :large, :option-pack "Tales From the Yawning
Portal", :armor-class 13, :str 11, :challenge 3, :con 16, :dex 17, :wis 12, :props
{:damage-resistance {:lightning true}}, :traits [{:name "Water
Breathing", :description "The eel can breathe only underwater. "}
{:type :action, :name "Multiattack", :description "The eel makes two bite attacks.
"} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning
damage. "} {:type :action, :name "Lightning Jolt (Recharge 5-6)", :description "One
creature the eel touches within 5 feet of it outside water, or each creature within
15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On
failed save, a target takes 13 (3d8) lightning damage. If the target takes any of
this damage, the target is stunned until the end of the eel's next turn. On a
successful save, a target takes half as much damage and isn't
stunned."}]}, :malformed-kraken {:key :malformed-kraken, :int 11, :speed "20 ft.,
swim 40 ft. ", :name "Malformed Kraken", :alignment "chaotic evil", :cha 15, :hit-
points {:die-count 15, :die 12, :modifier
75}, :type :monstrosity, :size :huge, :option-pack "Tales From the Yawning Portal",
:armor-class 17, :str 25, :saving-throws {:str 11, :con 9, :int 4, :wis 6, :cha 6},
:challenge 10, :con 20, :dex 11, :wis 15, :props {:language {:understands-common-
but-cant-speak true, :telepathy-60-ft- true}, :damage-resistance {:bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:lightning
true}, :condition-immunity {:frightened true, :paralyzed true}}, :traits [{:name
"Amphibious", :description "The kraken can breathe air and water. "} {:name "Siege
Monster", :description "The kraken deals double damage to objects and structures."}
{:type :action, :name "Multiattack", :description "The kraken makes three tentacle
attacks. One of them can be replaced with a bite attack, and any of them can be
replaced with Fling. "} {:type :action, :name "Bite", :description "Melee Weapon
Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. "}
{:type :action, :name "Tentacle", :description "Melee Weapon Attack: +11 to hit,
reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is
grappled (escape DC 16). Until this grapple ends, the target is restrained. The
kraken has ten tentacles, each of which can grapple one target. "}
{:type :action, :name "Fling", :description "One Medium or smaller object held or
creature grappled by the kraken's tentacles is thrown up to 60 feet in a random
direction and knocked prone. If a thrown target strikes a solid surface, the target
takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must succeed on a DC 16 Dexterity saving
throw or take the same damage and be knocked prone."} {:type :action, :name
"Lightning Storm", :description "The kraken creates three bolts of lightning, each
of which can strike a target the kraken can see within 150 feet ofit. A target must
make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed
save, or half as much damage on a successful one. "}]}, :ooze-master {:key :ooze-
master, :int 17, :speed "30 ft., climb 30 ft. ", :name "Ooze Master", :alignment
"lawful evil", :cha 16, :hit-points {:die-count 12, :die 12, :modifier
60}, :type :undead, :size :huge, :option-pack "Tales From the Yawning
Portal", :armor-class 9, :skills {:arcana 7, :insight 4}, :str 16, :saving-throws
{:int 7, :wis 4}, :challenge 10, :con 20, :dex 1, :wis 10, :props {:language
{:common true, :primordial true, :thayan true}, :damage-resistance {:lightning
true, :necrotic true, :bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:acid true, :cold true, :poison true}, :condition-immunity {:blinded
true, :charmed true, :deafened true, :frightened true, :paralyzed true, :poisoned
true, :prone true}}, :traits [{:name "Corrosive Form", :description "A creature
that touches the Ooze Master or hits it with a melee attack while within 5 feet of
it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master
corrodes. After dealing damage, the weapon takes a permanent and cumulative -1
penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
"} {:name "Instinctive Attack", :description "When the Ooze Master casts a spell
with a casting time of 1 action, it can make one pseudopod attack as a bonus
action. "} {:name "Spellcasting", :description "The Ooze Master is a 9th-level
spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). It has the following wizard spells prepared: \nCantrips (at
will): acid splash.friends, mage hand, poison spray \n1st level (4 slots): charm
person, detect magic, magic missile, ray of sickness \n2nd level (3 slots): detect
thoughts, Melf's acid arrow, suggestion \n3rd level (3 slots): fear, slow, stinking
cloud \n4th level (3 slots): confusion, Evard's black tentacles \n5th level (1
slot): cloudkill "} {:name "Spider Climb", :description "The Ooze Master can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check. "} {:name "Reaction: Instinctive Charm", :description "If a creature
the Ooze Master can see makes an attack roll against it while within 30 feet of it,
the Ooze Master can use a reaction to divert the attack if another creature is
within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a
failed save, the attacker targets the creature that is closest to it, not including
itself or the Ooze Master. If multiple creatures are closest, the attacker chooses
which one to target. On a successful save, the attacker is im-mune to this
Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this
effect. "} {:type :action, :name "Pseudopod", :description "Melee Weapon Attack: +7
to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10
(3d6) acid damage. "}]}, :duergar-spy {:key :duergar-spy, :int 12, :speed "25 ft.",
:name "Duergar Spy", :alignment "lawful evil", :cha 13, :hit-points {:die-count
6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Tales From
the Yawning Portal", :armor-class 15, :skills {:deception 5, :insight
2, :investigation 5, :perception 4, :persuasion 3, :sleight-of-hand 5, :stealth 7},
:str 10, :challenge 2, :con
12, :dex 16, :wis 10, :props {:language {:dwarvish true, :undercommon
true}, :damage-resistance {:poison true}}, :traits [{:name "Cunning
Action", :description "On each of its turns, the spy can use a bonus action to take
the Dash, Disengage, or Hide action."} {:name "Duergar Resilience", :description
"The spy has advantage on saving throws against poison, spells, and illusions, as
well as to resist being charmed or paralyzed."} {:name "Sneak Attack", :description
"Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with
a weapon attack and has advantage on the attack roll, or when the target is within
5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have
disadvantage on the attack roll. "} {:name "Sunlight Sensitivity", :description
"While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. "} {:type :action, :name
"Multiattack", :description "The spy makes two shortsword attacks. "}
{:type :action, :name "Enlarge (Recharges after a Short or Long
Rest)", :description "For 1 minute, the spy magically increases in size, along with
anything it is wearing or carrying. While enlarged, the spy is Large, doubles her
damage dice on Strength-based weapon attacks (included in the attacks), and makes
Strength checks and Strength saving throws with advantage. If the spy lacks the
room to become Large, it attains the maximum size possible in the space
available."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 +
3) piercing damage while enlarged. "} {:type :action, :name "Hand
Crossbow", :description "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. "} {:type :action, :name "Invisibility
(Recharges after a Short or Long Rest)", :description "The spy magically turns
invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or
until its concentration is broken, up to 1 hour (as if concentrating on a spell).
Any equipment the spy wears or carries is invisible with it."}]}, :tecuziztecatl
{:key :tecuziztecatl, :int 15, :speed "30 ft., climb 30 ft., swim 30 ft. ", :name
"Tecuziztecatl", :alignment "neutral", :cha 13, :hit-points {:die-count 12, :die
10, :modifier 36}, :type :monstrosity, :size :large, :option-pack "Tales From the
Yawning Portal", :armor-class 13, :skills {:deception 3, :stealth 2}, :str
17, :challenge 4, :con 16, :dex 10, :wis 16, :props {:language {:olman
true, :primal true}, :damage-resistance {:bludgeoning true}, :damage-immunity
{:acid true}}, :traits [{:name "Amphibious", :description "Tecuziztecatl can
breathe air and water."} {:name "Glowing", :description "Tecuziztecatl sheds dim
light within 20 feet of itself."} {:name "Flexible", :description "Tecuziztecatl
can enter a space large enough for a Medium creature without squeezing."} {:name
"Spider Climb", :description "Tecuziztecatl can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check."}
{:type :action, :name "Multiattack", :description "Tecuziztecatl makes two
pseudopod attacks."} {:type :action, :name "Pseudopod", :description "Melee Weapon
Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
"} {:type :action, :name "Spit Acid (Recharge 4-6)", :description "Tecuziztecatl
exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must
make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save,
or half as much damage on a successful one."}]}, :thayan-warrior {:key :thayan-
warrior, :int 10, :speed "30 ft. ", :name "Thayan Warrior", :alignment "any non-
good alignment", :cha 11, :hit-points {:die-count 8, :die 8, :modifier
16}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 16, :skills {:perception 2}, :str 16, :challenge 2, :con
14, :dex 13, :wis 11, :props {:language {:common true, :thayan true}}, :traits
[{:name "Doomvault Devotion", :description "Within the Doomvault, the warrior has
advantage on saving throws against being charmed or frightened."} {:name "Pack
Tactics", :description "The warrior has advantage on an attack roll against a
creature if at least one of the warrior's allies is within 5 feet of the creature
and the ally isn't incapacitated."} {:type :action, :name
"Multiattack", :description "The warrior makes two melee attacks."} {:type :action,
:name "Longsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used
with two hands."} {:type :action, :name "Javelin", :description "Melee or Ranged
Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6
+ 3) piercing damage. "}]}, :animated-table {:key :animated-table, :int 1, :speed
"40 ft.", :name "Animated Table", :alignment "unaligned", :cha 1, :hit-points
{:die-count 6, :die 10, :modifier 6}, :type :construct, :size :large, :option-pack
"Tales From the Yawning Portal", :armor-class 15, :str 18, :challenge 2, :con
13, :dex 8, :wis 3, :props {:damage-immunity {:poison true, :psychic
true}, :condition-immunity {:blinded true, :charmed true, :deafened
true, :frightened true, :paralyzed true, :petrified true, :poisoned true}}, :traits
[{:name "Antimagic Susceptibility", :description "The table is incapacitated while
in the area of an antimagic field. If targeted by dispel magic, the table must
succeed on a Constitution saving throw against the caster's spell save DC or fall
unconscious for 1 minute."} {:name "False Appearance", :description "While the
table remains motionless, it is indistinguishable from a normal table. "} {:name
"Charge", :description "If the table moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn, the target takes an
extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a
DC 15 Strength saving throw or be knocked prone. "} {:type :action, :name
"Ram", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage."}]}, :illusionist {:key :illusionist, :int
16, :speed "30 ft. ", :name "Illusionist", :alignment "any alignment", :cha
12, :hit-points {:die 8, :die-count 7, :modifier
7}, :type :humanoid, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 5, :history 5}, :str 9, :saving-throws
{:int 5, :wis 2}, :challenge 3, :con 13, :dex 14, :wis 11, :languages "any four
languages", :disabled? true, :props {:language {:any-four-languages-
true}}, :traits [{:description "The illusionist is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell
attacks). The illusionist has the following wizard spells prepared: \nCantrips (at
will): dancing lights, mage hand, minor illusion, poison spray \n1st level (4
slots): color spray,* disguise self*, mage armor, magic missile \n2nd level (3
slots): invisibility,* mirror image,* phantasmal force* \n3rd level (3 slots):
major image,* phantom steed* \n4th level (1 slot): phantasmal killer* \n*Illusion
spell of 1st level or higher ", :name "Spellcasting"} {:description "As a bonus
action, the illusionist projects an illusion that makes the illusionist appear to
be standing in a place a few inches from its actual location, causing any creature
to have disadvantage on attack rolls against the illusionist. The effect ends if
the illusionist takes damage, it is incapacitated, or its speed becomes 0. ", :name
"Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level
or Higher)"} {:description "Melee Weapon Attack: + 1 to hit, reach 5 ft., one
target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used
with two hands. ", :name "Quarterstaff", :type :action}]}, :barghest
{:key :barghest, :int 13, :speed "60 ft. (30 ft. in goblin form) ", :name
"Barghest", :damage-immunities "acid, poison", :alignment "neutral evil", :cha
14, :hit-points {:die 10, :die-count 12, :modifier 24}, :type :fiend, :size :large,
:option-pack "Tales From the Yawning Portal", :armor-class 17, :skills {:deception
4, :intimidation 4, :perception 5, :stealth 4}, :str 19, :challenge 4, :con
14, :dex 15, :condition-immunities "poisoned", :wis 12, :languages "abyssal,
common, goblin, infernal, telepathy 60 ft", :disabled? true, :props {:condition-
immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-
resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing
true, :slashing true}, :language {:abyssal true, :common true, :gnomish
false, :goblin true, :infernal true, :telepathy-60-ft- true}}, :traits
[{:description "The barghest can use its action to polymorph into a Small goblin or
back into its true form. Other than its size and speed, its statistics are the same
in each form. Any equipment it is wearing or carrying isn't transformed. The
barghest reverts to its true form if it dies. ", :name "Shapechanger"}
{:description "When the barghest starts its turn engulfed in flames that are at
least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be
instantly banished to Gehenna. Instantaneous bursts of flame (such as a red
dragon's breath or a fireball spell) don't have this effect on the barghest.
", :name "Fire Banishment"} {:description "The barghest has advantage on Wisdom
(Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The
barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest
can innately cast the following spells, requiring no material components: \nAt
will: levitate, minor illusion, pass without trace \n1/day each: charm person,
dimension door, suggestion ", :name "Innate Spellcasting"} {:description "Melee
Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 +
4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon
Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
", :name "Claws", :type :action}]}, :dread-warrior {:key :dread-warrior, :int
10, :speed "30 ft.", :name "Dread Warrior", :alignment "neutral evil", :cha
10, :hit-points {:die-count 5, :die 8, :modifier 15}, :type :undead, :size :medium,
:option-pack "Tales From the Yawning Portal", :armor-class 18, :skills {:athletics
4, :perception 3}, :str 15, :saving-throws {:wis 3}, :challenge 1, :con 16, :dex
11, :wis 12, :props {:language {:common true}, :damage-immunity {:poison
true}, :condition-immunity {:poisoned true}}, :traits [{:name "Undead
Fortitude", :description "If damage reduces the dread warrior to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success, the dread warrior drops to
1 hit point instead."} {:type :action, :name "Multiattack", :description "The dread
warrior makes two melee attacks."} {:type :action, :name "Battleaxe", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage, or 7 (1d10 + 2) slashing damage if wielded with two hands."}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
"}]}, :giant-subterranean-lizard {:key :giant-subterranean-lizard, :int 2, :speed
"30 ft., swim 50 ft. ", :name "Giant Subterranean Lizard", :alignment
"unaligned", :cha 7, :hit-points {:die-count 7, :die 12, :modifier
21}, :type :beast, :size :huge, :option-pack "Tales From the Yawning
Portal", :armor-class 14, :skills {:stealth 3}, :str 21, :challenge 4, :con
17, :dex 9, :wis 10, :traits [{:type :action, :name "Multiattack", :description
"The lizard makes two attacks: one with its bite and one with its tail. One attack
can be replaced by Swallow."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing
damage, and the target is grappled (escape DC 15). Until this grapple ends, the
target is restrained, and the lizard can't bite another target."}
{:type :action, :name "Tail", :description "Melee Weapon Attack: +7 to hit, reach
10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning
damage. If the target is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone. "} {:type :action, :name "Swallow", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is
grappling. Hit: 16 (2d10 + 5) piercing damage, the target is swallowed, and the
grapple ends. The swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside the lizard, and it takes 10 (3d6) acid
damage at the start of each of the lizard's turns. The lizard can have only one
target swallowed at a time. If the lizard dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 10 feet of movement, exiting
prone. "}]}, :martial-arts-adept {:key :martial-arts-adept, :int 11, :speed "40 ft.
", :name "Martial Arts Adept", :alignment "any alignment", :cha 10, :hit-points
{:die 8, :die-count 11, :modifier 11}, :type :humanoid, :size :medium, :option-pack
"Tales From the Yawning Portal", :armor-class 16, :skills {:acrobatics 5, :insight
5, :stealth 5}, :str 11, :challenge 3, :con 13, :dex 17, :wis 16, :languages "any
one language usually common", :disabled? true, :props {:language {:any-one-
language-usually-common- true}}, :traits [{:description "While the adept is wearing
no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name
"Unarmored Defense"} {:description "The adept makes three unarmed strikes or three
dart attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
the target is a creature, the adept can choose one of the following additional
effects: \n• The target must succeed on a DC 13 Strength saving throw or drop one
item it is holding (adept's choice). \n• The target must succeed on a DC 13
Dexterity saving throw or be knocked prone. \n• The target must succeed on a DC 13
Constitution saving throw or be stunned until the end of the adept's next turn.
", :name "Unarmed Strike", :type :action} {:description "Ranged Weapon Attack: +5
to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name
"Dart", :type :action} {:description "In response to being hit by a ranged weapon
attack, the adept deflects the missile. The damage it takes from the attack is
reduced by 1ld10+3. If the damage is reduced to 0, the adept catches the missile if
it's small enough to hold in one hand and the adept has a hand free. ", :name
"Reaction: Deflect Missile"}]}, :centaur-mummy {:key :centaur-mummy, :int 5, :speed
"30 ft.", :name "Centaur Mummy", :alignment "lawful evil", :cha 12, :hit-points
{:die-count 10, :die 10, :modifier 30}, :type :undead, :size :large, :option-pack
"Tales From the Yawning Portal", :armor-class 13, :str 20, :saving-throws {:wis 5},
:challenge 6, :con 16, :dex 12, :wis 14, :props {:language {:common true, :sylvan
true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:necrotic true, :poison true}, :damage-vulnerability
{:fire true}, :condition-immunity {:charmed true, :frightened true, :paralyzed
true, :poisoned true}}, :traits [{:name "Charge", :description "If the centaur
mummy moves at least 20 feet straight toward a target and then hits it with a pike
attack on the same turn, the target takes an extra 10 (3d6) piercing damage."}
{:type :action, :name "Multiattack", :description "The centaur mummy makes two
melee attacks, one with its pike and one with its hooves, or it attacks with its
pike and uses Dreadful Glare. "} {:type :action, :name "Pike", :description "Melee
Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (ldlO + 5) piercing
damage."} {:type :action, :name "Hooves", :description "Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on a DC 14
Constitution saving throw or be cursed with mummy rot. The cursed target can't
regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24
hours that elapse. If the curse reduces the target's hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until removed by the
remove curse spell or similar magic."} {:type :action, :name "Dreadful
Glare", :description "The centaur mummy targets one creature it can see within 60
feet of it. If the target can see the mummy, the target must succeed on a DC 12
w·sdom saving throw against this magic or become frightened until the end of the
mummy's next turn. If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that succeeds on the saving throw is
immune to the Dreadfu Glare of all mummies (but not mummy lords) for tne next 24
hours."}]}, :vampiric-mist {:key :vampiric-mist, :int 6, :speed "0 ft., fly 30 ft.
(hover) ", :name "Vampiric Mist", :damage-immunities "poison", :alignment "chaotic
evil", :cha 7, :hit-points {:die 8, :die-count 4, :modifier
12}, :type :undead, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 13, :str 6, :saving-throws {:wis 3}, :challenge 3, :con
16, :dex 16, :condition-immunities "charmed, grappled, paralyzed, petrified,
poisoned, prone, restrained", :wis 12, :disabled? true, :props {:condition-immunity
{:charmed true, :grappled true, :paralyzed true, :petrified true, :poisoned
true, :prone true, :restrained true}, :damage-immunity {:poison true}, :damage-
resistance {:acid true, :bludgeoning true, :cold true, :lightning true, :necrotic
true, :piercing true, :slashing true, :thunder true}}, :traits [{:description "The
mist can sense the location of any creature within 60 feet of it, unless that
creature's type is construct or undead. ", :name "Life Sense"} {:description "The
mist can't enter a residence without an invitation from one of the occupants.
", :name "Forbiddance"} {:description "The mist can occupy another creature's space
and vice versa. In addition, if air can pass through a space, the mist can pass
through it without squeezing. Each foot of movement in water costs it 2 extra feet,
rather than 1 extra foot. The mist can't manipulate objects in any way that
requires fingers or manual dexterity. ", :name "Misty Form"} {:description "The
mist takes 10 radiant damage whenever it starts its turn in sunlight. While in
sunlight, the mist has disadvantage on attack rolls and ability checks. ", :name
"Sunlight Hypersensitivity"} {:description "The mist touches one creature in its
space. The target must succeed on a DC 13 Constitution saving throw (undead and
constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the
mist regains 10 hit points, and the target's hit point maximum is reduced by an
amount equal to the necrotic damage taken. This reduction lasts until the target
finishes a long rest. The target dies if its hit point maximum is reduced to 0.
", :name "Life Drain", :type :action}]}, :giant-skeleton {:key :giant-
skeleton, :int 4, :speed "30 ft.", :name "Giant Skeleton", :alignment "neutral
evil", :cha 6, :hit-points {:die-count 10, :die 12, :modifier
50}, :type :undead, :size :huge, :option-pack "Tales From the Yawning
Portal", :armor-class 17, :str 21, :challenge 7,
:con 20, :dex 10, :wis 6, :props {:language {:understands-giant-but-cant-speak-
true}, :damage-immunity {:poison true}, :damage-vulnerability {:bludgeoning
true}, :condition-immunity {:poisoned true}}, :traits [{:name
"Evasion", :description "If the skeleton is subjected to an effect that allows it
to make a saving throw to take only half damage, it instead takes no damage ifit
succeeds on the saving throw, and only half damage if it fails. "} {:name "Magic
Resistance", :description "The skeleton has advantage on saving throws against
spells and other magical effects."} {:name "Turn Immunity", :description "The
skeleton is immune to effects that turn undead."} {:type :action, :name
"Multiattack", :description "The skeleton makes three scimitar attacks. "}
{:type :action, :name "Scimitar", :description "Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. "}]}, :yusdrayl
{:key :yusdrayl, :int 10, :speed "30 ft.", :name "Yusdrayl", :alignment "lawful
evil", :cha 16, :hit-points {:die-count 3, :die 6, :modifier
6}, :type :humanoid, :size :small, :option-pack "Tales From the Yawning
Portal", :armor-class 12, :skills {:arcana 2, :insight 2, :stealth 4}, :str
8, :challenge 1, :con 14, :dex 15, :wis 10, :props {:language {:common
true, :draconic true}}, :traits [{:name "Spellcasting", :description "Yusdrayl is a
2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5
to hit with spell attacks). She knows the following sorcerer spells: \nCantrips (at
will): mage hand, prestidigitation, ray of frost, shocking grasp \n1st level (4
slots): burning hands, chromatic orb, mage armor"} {:name "Sunlight
Sensitivity", :description "While in sunlight, Yusdrayl has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight. "} {:name "Pack
Tactics", :description "Yusdrayl has advantage on an attack roll against a creature
if at least one of her allies is within 5 feet of the creature and the ally isn't
incapacitated."} {:type :action, :name "Dagger", :description "Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."}]}, :tarul-
var {:legendary-actions {:description "Var can take 3 legendary actions, choosing
from the options below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. Var regains spent legendary actions at
the start of his turn. "}, :key :tarul-var, :int 19, :speed "30 ft.", :name "Tarul
Var", :alignment "neutral evil", :cha 14, :hit-points {:die-count 14, :die
8, :modifier 42}, :type :undead, :size :medium, :option-pack "Tales From the
Yawning Portal", :armor-class 16, :skills {:arcana 9, :history 9, :insight
7, :perception 7}, :str 11, :saving-throws {:con 8, :int 9, :wis 7}, :challenge 13,
:con 16, :dex 16, :wis 14, :props {:language {:abyssal true, :common
true, :infernal true, :primordial true, :thayan true}, :damage-resistance {:cold
true, :lightning true, :necrotic true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:poison true}, :condition-immunity {:charmed
true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Focused
Conjuration", :description "While Var is concentrating on a conju-ration spell, his
concentration can't be broken as a result of taking damage. "} {:name "Legendary
Resistance (3/Day)", :description "If Var fails a saving throw, he can choose to
succeed instead. "} {:name "Rejuvenation", :description "If Var is destroyed but
his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his
hit points and becoming active again. The new body appears within 5 feet of the
phylactery. "} {:name "Spellcasting", :description "Var is a 12th-level
spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). He has the following wizard spells prepared: \nCantrips (at
will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost \n1st
level (4 slots): detect magic, magic missile, shield, unseen servant* \n2nd level
(3 slots): detect thoughts,flaming sphere,* mirror image, scorching ray \n3rd level
(3 slots): counterspell, dispel magic, fireball \n4th level (3 slots): dimension
door,* Evard's black tentacles*\n5th level (3 slots): cloudkill,* scrying \n6th
level (1 slot): circle of death \n*Conjuration spell of 1st level or higher"}
{:name "Turn Resistance", :description "Var has advantage on saving throws against
any effect that turns undead."} {:type :action, :name "Paralyzing
Touch", :description "Melee Spell Attack: +9 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success."}
{:type :action, :name "Benign Transposition", :description "Var teleports up to 30
feet to an unoc-cupied space he can see. Alternatively, he can choose a space
within range that is occupied by a Small or Medium creature. If that creature is
willing, both creatures teleport, swapping places. Var can use this feature again
only after he finishes a long rest or casts a conjuration spell of 1st level or
higher."} {:type :legendary-action, :name "Cantrip", :description "Var casts a
cantrip."} {:type :legendary-action, :name "Paralyzing Touch (Costs 2
Actions)", :description "Var uses Paralyzing Touch."} {:type :legendary-
action, :name "Frightening Gaze (Costs 2 Actions)", :description "Var fixes his
gaze on one creature he can see within 10 feet of him. The target must succeed on a
DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The
frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a target's saving throw is successful
or the effect ends for it, the target is immune to Var's gaze for the next 24
hours."}]}, :kelpie {:key :kelpie, :int 7, :speed "10 ft., swim 30 ft.", :name
"Kelpie", :alignment "neutral evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 27}, :type :plant, :size :medium, :option-pack "Tales From the Yawning
Portal", :armor-class 14, :skills {:perception 3, :stealth 4}, :str 14, :challenge
4, :con 16, :dex 14, :wis 12, :props {:language {:common true, :sylvan
true}, :damage-resistance {:bludgeoning true, :fire true, :piercing
true}, :condition-immunity {:blinded true, :deafened true}}, :traits [{:name
"Amphibious", :description "The kelpie can breathe air and water. "} {:name
"Seaweed Shape", :description "The kelpie can use its action to reshape its body
into the form of a humanoid or beast that is Small, Medium, or Large. Its
statistics are otherwise unchanged. The disguise is convincing, unless the kelpie
is in bright light or the viewer is within 30 feet of it, in which case the seams
between the seaweed strands are visible. The kelpie returns to its true form if
takes a bonus action to do so or if it dies. "} {:name "False
Appearance", :description "While the kelpie remains motionless in its true form, it
is indistinguishable from normal seaweed."} {:type :action, :name
"Multiattack", :description "The kelpie makes two slam attacks. "}
{:type :action, :name "Slam", :description "Melee Weapon Attack: +4 to hit, reach
10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or
smaller creature, it is grappled (escape DC 12). "} {:type :action, :name "Drowning
Hypnosis", :description "The kelpie chooses one humanoid it can see within 150 feet
of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom
saving throw or be magically charmed while the kelpie maintains concentration, up
to 10 minutes (as if concentrating on a spell). The charmed target is
incapacitated, and instead of holding its breath underwater, it tries to breathe
normally and immediately runs out of breath, unless it can breathe water. If the
charmed target is more than 5 feet away from the kelpie, the target must move on
its turn toward the kelpie by the most direct route, trying to get within 5 feet.
It doesn't avoid opportunity attacks. Before moving into damaging terrain, such as
lava or a pit, and whenever it takes damage from a source other than the kelpie or
drowning, the target can repeat the saving throw. A charmed target can also repeat
the saving throw at the end of each of its turns. If the saving throw is
successful, the effect ends on it. A target that successfully saves is immune to
this kelpie's hypnosis for the next 24 hours."}]}}, :orcpub.dnd.e5/languages {:ice-
toad {:option-pack "Tales From the Yawning Portal", :name "Ice Toad", :key :ice-
toad}, :olman {:option-pack "Tales From the Yawning Portal", :name
"Olman", :key :olman}, :thayan {:option-pack "Tales From the Yawning Portal", :name
"Thayan", :key :thayan}, :primal {:option-pack "Tales From the Yawning
Portal", :name "Primal", :key :primal}}}, "UA - Gothic Heroes"
{:orcpub.dnd.e5/subclasses {:monster-hunter {:class :fighter, :traits
[{:description "When you choose this archetype at 3rd level, you gain proficiency
in two of the following skills of your choice: Arcana, History, Insight,
Investigation, Nature, or Perception. You can gain proficiency with a tool of your
choice in place of one skill choice. If you choose a tool mark it manually.", :name
"Bonus Proficiencies", :level 3} {:name "Combat Superiority", :description "When
you choose this archetype at 3rd level, you gain a set of abilities that are fueled
by special dice called superiority dice.\n\nSuperiority Dice. You have four
superiority dice, which are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at
15th level.\n\nUsing Superiority Dice. You can expend superiority dice to gain a
number of different benefits:\n • When you make a weapon attack against a
creature, you can expend one superiority die to add it to the attack roll. You can
use this ability before or after making the attack roll, but before any of the
effects of the attack are applied.\n • When you damage a creature with a weapon
attack, you can expend one superiority die to add it to the damage roll. You can
use this ability after rolling damage. If the attack causes the target to make a
Constitution saving throw to maintain concentration, it has disadvantage on that
save.\n • When you make an Intelligence, a Wisdom, or a Charisma saving throw,
you can expend one superiority die to add it to the roll. You can use this feature
only before you learn if the save succeeded or failed.\n • When you make a Wisdom
(Perception) check to detect a hidden creature or object, or a Wisdom (Insight)
check to determine if someone is lying to you, you can expend one superiority die
to add it to the roll. You can use this feature after seeing the total but before
learning if you succeeded or failed.", :level 3} {:level 3, :name "Hunter's
Mysticism", :description "At 3rd level, your study of the supernatural gives you a
limited ability to use magic. You can cast detect magic as a ritual. You can cast
protection from evil and good, but you cannot cast it again with this feature until
you finish a long rest. Wisdom is your spellcasting ability for these spells.\n
In addition, you gain the ability to speak one of the following languages of your
choice: Abyssal, Celestial, or Infernal."} {:name "Monster Slayer", :description
"At 7th level, whenever you expend superiority dice to add to a damage roll, you
can expend up to two dice instead of just one, adding both to the roll. Both dice
are expended as normal. If the target of your attack is an aberration, a fey, a
fiend, or an undead, you deal maximum damage with both dice, instead of rolling
them.", :level 7} {:name "Improved Combat Superiority", :description "At 10th
level, your superiority dice turn into d10s. At 18th level, they turn into
d12s.", :level 10} {:name "Relentless", :description "Starting at 15th level, when
you roll initiative and have no superiority dice remaining, you regain one
superiority die.", :level 15}], :level-modifiers [{:type :spell, :level 3, :value
{:level 1, :key :detect-magic, :ability :wis}} {:type :spell, :level 3, :value
{:level 1, :key :protection-from-evil-and-good, :ability :wis}}], :option-pack "UA
- Gothic Heroes", :name "Monster Hunter", :profs {:skill-options {:options {:arcana
true, :history true, :insight true, :investigation true, :nature true, :perception
true}, :choose 2}}, :key :monster-hunter, :level-selections [{:type :hunter-s-
mysticism, :level 3}]}, :inquisitive {:class :rogue, :traits [{:name "Ear for
Deceit", :description "When you choose this archetype at 3rd level, you develop a
keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense
if a creature is lying, you use the total of your check or 8 + your Wisdom
modifier, whichever is higher. If you are proficient in Insight, you add your
proficiency bonus to the fixed result. If you chose Insight as a skill augmented by
your Expertise feature, add double your proficiency bonus.", :level 3} {:name "Eye
for Detail", :level 3, :description "Starting at 3rd level, you can use the bonus
action granted by your Cunning Action feature to make a Wisdom (Perception) check
to spot a hidden creature or object, to make an Intelligence (Investigation) check
to uncover and decipher clues, or to use Insightful Fighting (see below)."} {:level
3, :name "Insightful Fighting", :description "At 3rd level, you gain the ability to
decipher an opponent's tactics and develop a counter to them. As an action (or as a
bonus action using Eye for Detail), you make a Wisdom (Insight) check against a
creature you can see that isn't incapacitated, opposed by the target's Charisma
(Deception) check. If you succeed, you can use Sneak Attack against that creature
even if you do not have advantage against it or if no enemy of the target is within
5 feet of it. You can use Sneak Attack in this way even if you have disadvantage
against the target.\n This benefit lasts for 1 minute or until you successfully
use Insightful Fighting against a different target."} {:level 9, :name "Steady
Eye", :description "At 9th level, you gain advantage on any Wisdom (Perception)
check made on your turn to find a hidden creature or object if you do not move
during that turn. If you use this ability before moving, you cannot move or ready
movement during your turn."} {:name "Unerring Eye", :level 13, :description "At
13th level, you gain the ability to detect magical deception. As an action, you
sense the presence within 30 feet of you of illusions, shapechanger creatures not
in their true form, and other magic designed to deceive the senses. Though you
determine that an effect is attempting to trick you, you gain no special insight
into what is hidden or its true nature."} {:level 17, :name "Eye for
Weakness", :description "At 17th level, you learn to exploit a creature's
weaknesses by carefully studying its tactics and movement. While your Insightful
Fighting feature applies to a creature, your Sneak Attack damage against that
creature increases by 2d6."}], :level-modifiers [], :name "Inquisitive", :option-
pack "UA - Gothic Heroes", :key :inquisitive, :disabled? false}},
:orcpub.dnd.e5/selections {:hunter-s-mysticism {:options [{:name
"Abyssal", :description "You can speak Abyssal."} {:name "Celestial", :description
"You can speak Celestial."} {:name "Infernal", :description "You can speak
Infernal."}], :name "Hunter's Mysticism", :option-pack "UA - Gothic
Heroes", :key :hunter-s-mysticism}}}, "UA - Kits of Old" {:orcpub.dnd.e5/subclasses
{:college-of-swords {:class :bard, :traits [{:name "Bonus Proficiencies", :level 3,
:description "When you join the College of Blades at 3rd level, you gain
proficiency with medium armor and with scimitars."} {:level 3, :name "Blade
Flourish", :description "At 3rd level, you learn to conduct impressive displays of
skill with your weapons. When you use the Attack action on your turn and attack
with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of
the following flourishes.\n\nDefensive Flourish. You spin your weapon around you in
swift circles, creating a hypnotic display. As a bonus action, you expend one use
of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number
rolled as a bonus to your AC until the start of your next turn.\n\nTrick Shooter's
Flourish. This favorite trick of knife throwers allows you to expend one use of
Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the
number rolled as a bonus to the next ranged attack roll you make with a dagger this
turn. If the target of the attack is an unattended, inanimate object, the bonus
equals double the die roll.\n\nUnnerving Flourish. Your deadly display of combat
prowess unnerves your opponents, leaving them cowering in fear and at your mercy.
Whenever you reduce a creature to 0 hit points with a melee attack, you can use a
bonus action to expend one use of Bardic Inspiration, and instead leave the
creature at 1 hit point. The creature is frightened of you for a number of minutes
equal to your Charisma modifier. It must also make a Charisma saving throw with a
DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic
Inspiration die. If the creature fails this saving throw, it answers truthfully any
questions you ask it and obeys your direct orders while it is frightened by this
effect."} {:level 6, :name "Extra Attack", :description "Starting at 6th level, you
can attack twice, instead of once, whenever you take the Attack action on your
turn."} {:level 14, :name "Battle Magic", :description "At 14th level, you have
mastered the art of weaving spellcasting and weapon use into a single harmonious
act. When you use your action to cast a bard spell, you can make one weapon attack
as a bonus action."}], :level-modifiers [{:type :weapon-prof, :level
3, :value :scimitar} {:type :armor-prof, :level 3, :value :medium} {:type :num-
attacks, :level 6, :value 2}], :option-pack "UA - Kits of Old", :name "College of
Swords", :key :college-of-swords, :level-selections [], :disabled? true}, :college-
of-satire {:class :bard, :key :college-of-satire, :level-modifiers [{:level
3, :type :skill-prof, :value :sleight-of-hand} {:level 3, :type :tool-
prof, :value :thieves-tools}], :name "College of Satire", :option-pack "UA - Kits
of Old", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :traits [{:description "At
3rd level, you master a variety of acrobatic techniques that\tallow you to evade
danger. As a bonus action, you can tumble. When you tumble, you gain the following
benefits for the rest of your turn:\n • You gain the benefits of taking the Dash
and Disengage actions.\n • You gain a climbing speed equal to your current
speed.\n • You take half damage from falling.", :level 3, :name "Tumbling Fool"}
{:description "At 6th level, your ability to gather stories and lore gains a
supernatural edge. You can cast detect thoughts up to a number of times equal to
your Charisma modifier. You regain any expended uses of this ability after
completing a long rest. If a creature resists your attempt to probe deeper and
succeeds at its saving throw against your detect thoughts,
it immediately suffers an embarrassing social gaffe. It might loudly pass gas,
unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless
joke.", :level 6, :name "Fool's Insight"} {:description "Jesters seem to have a
knack for pulling themselves out of tight situations, transforming what looks like
sure failure into an embarrassing but effective success.\n At 14th level, you can
expend one use of Bardic Inspiration after you fail an ability check, fail a saving
throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the
number rolled to your attack, saving throw, or ability check, using the new result
in place of the failed one.\n If using this ability grants you a success on the
attack, saving throw, or ability check, note the number you rolled on the Bardic
Inspiration die. The DM can then apply that result as a penalty to an attack or
check you make, and you cannot use this ability again until you suffer this
drawback. When the DM invokes this penalty, describe an embarrassing gaffe or
mistake you make as part of the affected die roll.", :level 14, :name "Fool's
Luck"}]}, :scout {:class :fighter, :traits [{:name "Bonus
Proficiencies", :description "At 3rd level, you gain proficiency in three of the
following skills of your choice: Acrobatics, Athletics, Investigation, Medicine,
Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with
thieves' tools in place of one skill choice.", :level 3} {:description "At 3rd
level, you have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a
long or short rest. You gain another superiority die at 7th level and one more at
15th level. You can expend superiority dice to gain a number of different
benefits:\n When you make a check that allows you to apply your proficiency in
Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority
die to bolster the check. Add half the number rolled on the superiority die
(rounding up) to your check. You apply this bonus after making the check but before
learning if it was successful.\n When you make a weapon attack against a
creature, you can expend one superiority die to add it to the attack roll. You can
use this ability before or after making the attack roll, but before any of the
effects of the attack are applied.\n If you are hit by an attack while wearing
light or medium armor, you can expend one superiority die as a reaction, adding the
number rolled to your AC. If the attack still hits, you take half damage from it.",
:name "Combat Superiority", :level 3} {:description "At 3rd level, you gain the
ranger class feature of the same name, with the following alteration:\n • You
choose additional favored terrain types at 7th and 15th level.\n • Alternately,
your DM may let you take the UA Revised Ranger version of Natural Explorer.", :name
"Natural Explorer", :level 3} {:name "Improved Combat Superiority", :level
10, :description "At 10th level, your superiority dice turn into d10s. At 18th
level, they turn into d12s."} {:level 15, :description "Starting at 15th level,
when you roll initiative and have no superiority dice remaining, you regain 1
superiority die.", :name "Relentless"}], :level-modifiers [{:type :tool-
prof, :value :thieves-tools, :level 3}], :option-pack "UA - Kits of Old", :profs
{:skill-options {:choose 3, :options {:investigation true, :acrobatics
true, :perception true, :survival true, :nature true, :athletics true, :medicine
true, :stealth true}}}, :name "Scout", :key :scout}, :cavalier
{:class :fighter, :traits [{:level 3, :name "Born to the Saddle", :description "At
3rd level, you have advantage on saving throws made to avoid falling off your
mount. If you fall off your mount, you always land on your feet if you are capable
of taking actions. Mounting or dismounting a creature costs you only 5 feet of
movement, rather than half your speed"} {:description "At 3rd level, you gain a set
of abilities that are fueled by special dice called superiority dice.\n\
nSuperiority Dice. You have four superiority dice, which are d8s. A superiority die
is expended when you use it. You regain all of your expended superiority dice when
you finish a short or long rest. You gain another superiority die at 7th level and
one more at 15th level.\n\nUsing Superiority Dice. You can expend superiority dice
to gain a number of different benefits:\n • When you make a check to influence or
control a creature you are riding, you can expend one superiority die to add it to
the check. You apply this bonus after making the check but before learning if it
was successful.\n • When you make a weapon attack against a creature, you can
expend one superiority die to add it to the attack roll. You can use this ability
before or after making the attack roll, but before any of the effects of the attack
are applied.\n • When you make an attack with a lance while mounted, you can
expend one superiority die to add it to your damage roll. In addition, the target
of the attack must make a Strength saving throw (DC 8 + your proficiency bonus +
your Strength modifier) or be knocked prone.\n • If either you or your mount is
hit by an attack while you are mounted, you can expend one superiority die as a
reaction, adding the number rolled to your or your mount's AC. If the attack still
hits, you or your mount take half damage from it.", :name "Combat
Superiority", :level 3} {:description "At 7th level, you gain additional benefits
when you use superiority dice to increase your damage when you attack with a lance.
You can expend up to two superiority dice on the attack, adding both to the damage
roll. If you spend two dice, the target has disadvantage on its Strength saving
throw to avoid being knocked prone.", :name "Ferocious Charger", :level 7}
{:description "At 10th level, your superiority dice turn into d10s. At 18th level,
they turn into d12.", :name "Improved Combat Superiority", :level 10} {:level
15, :name "Relentless", :description "Starting at 15th level, when you roll
initiative and have no superiority dice remaining, you regain 1 superiority
die."}], :level-modifiers [], :option-pack "UA - Kits of Old", :name
"Cavalier", :profs {:skill-options {:options {:animal-handling true, :insight true,
:performance true, :persuasion true}, :choose 2}}, :key :cavalier, :disabled?
true}}}, "UA - Centaurs and Minotaurs" {:orcpub.dnd.e5/races {:centaur
{:key :centaur, :speed 40, :name "Centaur", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Centaurs and Minotaurs", :profs {:skill-
options {:options {:survival false}}}, :languages #{"Common" "Sylvan"}, :props
{:skill-prof {:survival true}}, :traits [{:description "If you move at least 20
feet straight toward a target and then hit it with a melee weapon attack on the
same turn, roll the weapon's damage dice twice and add them together. Once you use
this ability, you can't use it again until you finish a short or long rest.", :name
"Charge"} {:description "Your hooves are natural melee weapons, with which you're
proficient. If you hit with a hoof, the target takes bludgeoning damage equal to
1d6 + your Strength modifier.", :name "Hooves"} {:description "You count as one
size larger when determining your carrying capacity and the weight you can push or
drag.\n In addition, any climb that requires hands and feet is especially
difficult for you because of your hooves. When you make such a climb, each foot of
movement costs you 4 extra feet, instead of the normal 1 extra foot.\n Finally, a
Medium or smaller creature can ride on your equine back if you allow it. In such a
situation, you continue to act independently, not as a controlled mount.", :name
"Equine Build"} {:description "You have proficiency in the Survival skill.", :name
"Survivor"} {:description "You have two creature types: humanoid and monstrosity.
You can be affected by a game effect if it works on either of your creature
types.", :name "Hybrid Nature"}]}, :minotaur {:key :minotaur, :speed 30, :name
"Minotaur", :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "UA - Centaurs and
Minotaurs", :languages #{"Common" "Minotaur"}, :props {:skill-prof {:intimidation
true}}, :traits [{:description "Your horns are natural melee weapons, with which
you're proficient. When you hit with them, the target takes piercing damage equal
to 1d6 + your Strength modifier.", :name "Horns"} {:description "Immediately after
you use the Dash action on your turn and move at least as far as your speed, you
can make one melee attack with your horns as a bonus action.", :name "Goring Rush"}
{:description "Immediately after you hit a creature with a melee attack as part of
the Attack action on your turn, you can attempt to shove that creature with your
horns using your reaction. The creature must be no more than one size larger than
you and within 5 feet of you. It must make a Strength saving throw against a DC
equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push
it up to 5 feet away from you.", :name "Hammering Horns"} {:description "You have
proficiency in the Intimidation skill.", :name "Menacing"} {:description "You have
two creature types: humanoid and monstrosity. You can be affected by a game effect
if it works on either of your creature types.", :name "Hybrid
Nature"}]}}, :orcpub.dnd.e5/languages {:minotaur {:name "Minotaur", :option-pack
"UA - Centaurs and Minotaurs", :key :minotaur}}}, "UA - Cleric"
{:orcpub.dnd.e5/subclasses {:forge-domain {:class :cleric, :cleric-spells {1
{0 :searing-smite, 1 :shield}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-
weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire},
5 {0 :animate-objects, 1 :creation}}, :key :forge-domain, :level-modifiers [{:type
:armor-prof, :value :heavy}], :name "Forge Domain", :option-pack "UA -
Cleric", :traits [{:description "At 1st level, you gain the ability to imbue magic
into a weapon or armor. At the end of a long rest, touch one nonmagical object that
is a suit of armor or a simple or martial weapon. Until the end of your next long
rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a
+1 bonus to attack and damage rolls if it's a weapon. Once you use this feature,
you can't use it again until finish a long rest.", :name "Blessing of the Forge"}
{:description "Starting at 2nd level, you can use your Channel Divinity to create
simple items. Starting at the beginning of a short rest, you conduct a ritual to
your deity that grants you the ability to craft a finished item that is at least
part metal. The item is completed at the end of the rest. The object can be worth
no more than 100 gp, and as part of this ritual you must expend metals such as
coins or other finished items, with a value equal to the item you want to make. The
item can be an exact duplicate of a nonmagical item, such as a copy of a key, if
you possess the original during your short rest.", :level 2, :name "Channel
Divinity: Artisan's Blessing"} {:description "Starting at 6th level, your mastery
of the forge grants you a number of special abilities:\n • You gain a +1 bonus to
AC while you are wearing medium of heavy armor.\n • You gain a resistance to fire
damage.\n • When you hit a construct with an attack, you deal additional force
damage to it equal to your cleric level.", :level 6, :name "Soul of the Forge"}
{:description "At 8th level, 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 radiant damage to the
target. When you reach 14th level, the extra damage increases to 2d8.", :level
8, :name "Divine Strike"} {:description "At 17th level, your affinity for fire and
metal becomes more powerful due to your deity's blessing. You gain immunity to fire
damage, and while you're wearing heavy armor, you have resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks.", :level 17, :name "Saint of
Forge and Fire"} {:description "At 1st level, you gain proficiency heavy
armor.", :name "Bonus Proficiencies"}]}, :grave-domain {:class :cleric, :cleric-
spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3
{0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-
shell, 1 :raise-dead}}, :key :grave-domain, :level-modifiers [{:type :armor-
prof, :value :heavy}], :name "Grave Domain", :option-pack "UA - Cleric", :traits
[{:description "At 1st level, you gain the ability to manipulate the line between
life and death. When you cast a spell that restores hit points to a living creature
currently at 0, treat any dice rolled to determine the spell's healing as having
rolled their maximum result. In addition, if you have the spare the dying cantrip,
you can cast it as a bonus action.", :name "Circle of Mortality"} {:description
"Starting at 1st level, you gain an innate sense of creatures whose existence is an
insult to the natural cycle of life. If you spend 1 minute in uninterrupted
contemplation, you can determine the presence and nature of undead creatures in the
area. This detection extends up to 1 mile, in all direction. You learn the number
of undead and their distance and direction from you. In addition, you learn the
creature type of the undead in that area that has the highest challenge rating.
Once you use this feature, you can't use it again until you finish a long
rest.", :level 1, :name "Eyes of the Grave"} {:description "Starting at 2nd level,
you can use your Channel Divinity to mark another creature's life force for
termination. As an action, you touch a creature. The next time that creature takes
damage from a spell or an attack from you or an ally, it is vulnerable to that
spell or attacks damage. If the source of damage has multiple damage types, the
creature is vulnerable to all of them. The vulnerability applies only to the first
time that source inflicts damage, and then ends. If the creature has resistance or
is immune to the damage, it instead loses it's resistance or immunity against that
spell or attack when it first applies damage.", :level 2, :name "Channel Divinity"}
{:description "Starting at 6th level, you gain the ability to impede death's
progress. As a reaction when you or an ally that you can see within 30 feet of you
suffers a critical hit, you can turn that attack into a normal hit. Any effects
triggered by a critical hit are canceled. \n Once you use this feature, you can't
use it again until you finish a short or long rest.", :level 6, :name "Sentinel at
Death's Door"} {:description "At 8th level, 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
necrotic damage. When you reach 14th level, the extra damage increases to
2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the
ability to manipulate the boundary between life and death. When an enemy you can
see dies within 30 feet of you, you or one ally of your choice that is within 30
feet of you regains hit points equal to the enemy's number of Hit Dice. You can use
this feature as long as you aren't incapacitated, but no more than once per
round.", :level 17, :name "Keeper of Souls"} {:description "At 1st level, you gain
proficiency heavy armor.", :name "Bonus Proficiencies"}]}, :protection-domain
{:class :cleric, :cleric-spells {1 {0 :searing-smite, 1 :protection-from-evil-and-
good}, 2 {0 :aid, 1 :protection-from-poison}, 3 {0 :protection-from-energy,
1 :slow}, 4 {0 :guardian-of-faith, 1 :otilukes-resilient-sphere}, 5 {0 :antilife-
shell, 1 :wall-of-force}}, :key :protection-domain, :level-modifiers
[{:type :armor-prof, :value :heavy}], :name "Protection Domain", :option-pack "UA -
Cleric", :traits [{:description "Starting at 1st level, you gain the ability to
hinder attacks intended for others. When a creature attacks a target other than you
that is within 5 feet of you, you can use your reaction to impose disadvantage on
the attack roll. To do so, you must be able to see both the attacker and the
target. You interpose an arm, a shield, or some other part of yourself to try to
throw the attack off target.", :name "Shield of the Faithful"} {:description
"Starting at 2nd level, you can use your Channel Divinity to cloak your allies in
radiant armor. As an action, you channel blessed energy into an ally that you can
see within 30 feet of you. The first time that ally is hit by an attack within the
next minute, the attacker takes radiant damage equal to 2d10 + your cleric
level", :level 2, :name "Channel Divinity: Radiant Defense"} {:description
"Beginning at 6th level, the healing spells you cast on others can heal you as
well. When you cast a spell with a spell slot and it restores hit points to any
creature other than you this turn, you regain hit points equal to 2 + the spell's
level.", :level 6, :name "Blessed Healer"} {:description "At 8th level, 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 radiant damage to the target. When you reach 14th level, the
extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At
17th level, you gain resistance to two damage types of your choice, choosing from
bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short
or long rest, you can change the damage types you chose. As an action, you can
temporarily give up this resistance and transfer it to one creature you touch. The
creature keeps the resistance until the end of your next short or long rest or
until you transfer it back to yourself as a bonus action.", :level 17, :name
"Indomitable Defense "} {:description "At 1st level, you gain proficiency heavy
armor.", :name "Bonus Proficiencies"}]}}}, "Eberron - Rising from the Last War"
{:orcpub.dnd.e5/languages {:quori {:option-pack "Eberron - Rising from the Last
War", :name "Quori", :description "You can speak, read, and write
Quori.", :key :quori}}, :orcpub.dnd.e5/classes {:artificer {nil
nil, :key :artificer, :weapons {:crossbow-light 1}, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :tool-prof, :value :tinkers-tools} {:type :tool-prof, :value :thieves-
tools}], :name "Artificer", :equipment {:dungeoneers-pack 1, :crossbow-bolt
20, :thieves-tools 1}, :armor-choices [{:name "Armor", :options {:scale-mail
1, :studded 1}}], :subclass-level 3, :option-pack "Eberron - Rising from the Last
War", :subclass-title "Artificer Specialists", :weapon-choices [{:name
"Weapon", :options {:simple 2}}], :level-selections [{:type :artificer-
infusions, :level 18, :num 2} {:type :artificer-infusions, :level 14, :num 2}
{:type :artificer-infusions, :level 10, :num 2} {:type :artificer-infusions, :level
6, :num 2} {:type :artificer-infusions, :level 2, :num 4} {:type :artificer-tool-
proficiency}], :spellcasting {:level-factor 2, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {2 2, 3 1, 5
1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips? true, :cantrips-known {1 2,
10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand
:frostbite :thorn-whip :thunderclap :fire-
bolt :guidance :mending :resistance :shocking-grasp
:magic-stone :create-bonfire :spare-the-dying :poison-
spray :light :prestidigitation :message}, 1 #{:alarm :detect-magic :purify-food-
and-drink :feather-fall :grease :identify :longstrider :disguise-self :faerie-
fire :false-life :expeditious-retreat :absorb-elements :catapult :sanctuary :cure-
wounds :jump :snare}, 2 #{:magic-mouth :arcane-lock :skywrite :rope-
trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration
:enlarge-reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :pyrotechnics :invisibility :aid :spider-climb :heat-
metal :web}, 3 #{:elemental-weapon :blink :water-breathing :dispel-magic :tiny-
servant :create-food-and-water :catnap :glyph-of-
warding :haste :fly :revivify :protection-from-energy :flame-arrows :water-walk}, 4
#{:fabricate :elemental-bane :faithful-hound :secret-chest :resilient-
sphere :freedom-of-movement :private-sanctum :arcane-eye :stone-shape :stoneskin},
5 #{:creation :greater-restoration :animate-objects :transmute-rock :arcane-
hand :wall-of-stone :skill-empowerment}}}, :ability-increase-levels [4 8 12 16 19],
:subclass-help "Each Artificer specializes in a specific area of study.", :help
"Masters of unlocking magic in everyday objects, artificers are supreme inventors.
They see magic as a complex system waiting to be decoded and controlled. Artificers
use tools to channel arcane power, crafting temporary and permanent magical
objects. To cast a spell, an artificer could use alchemist's supplies to create a
potent elixir, calligrapher's supplies to inscribe a sigil of power on an ally's
armor, or tinker's tools to craft a temporary charm. The magic of artificers is
tied to their tools and their talents.", :profs {:save
{:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :investigation
true, :medicine true, :nature true, :perception true, :sleight-of-hand
true}}}, :hit-die 8, :traits [{:description "The secrets of creating and operating
gunpowder weapons have been discovered in various corners of the D&D multiverse. If
your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's
Guide and your artificer has been exposed to the operation of such weapons, your
artificer is proficient with them.", :name "Optional Rule: Firearm Proficiency"}
{:description "At 1st level, you learn how to invest a spark of magic into mundane
objects. To use this ability, you must have tinker's tools or other artisan's tools
in hand. You then touch a Tiny nonmagical object as an action and give it one of
the following magical properties of your choice:\n • The object sheds bright
light in a 5-foot radius and dim light for an additional 5 feet.\n • Whenever
tapped by a creature, the object emits a recorded message that can be heard up to
10 feet away. You utter the message when you bestow this property on the object,
and the recording can be no more than 6 seconds long.\n • The object continuously
emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the
like). The chosen phenomenon is perceivable up to 10 feet away.\n • A static
visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements,
as you like.\n\n The chosen property lasts indefinitely. As an action, you can
touch the object and end the property early.\n You can bestow magic on multiple
objects, touching one object each time you use this feature, though a single object
can only bear one property at a time. The maximum number of objects you can affect
with this feature at one time is equal to your Intelligence modifier (minimum of
one object). If you try to exceed your maximum, the oldest property immediately
ends, and then the new property applies.", :name "Magical Tinkering"} {:name
"Spellcasting", :description "You have studied the workings of magic and how to
channel it through objects. As a result, you have gained the ability to cast
spells. To observers, you don't appear to be casting spells in a conventional way;
you look as if you're producing wonders using mundane items or outlandish
inventions.\n\nTOOLS REQUIRED\nYou produce your artificer spell effects through
your tools. You must have a spellcasting focus-specifically thieves' tools or some
kind of artisan's tool-in hand when you cast any spell with this Spellcasting
feature. You must be proficient with the tool to use it in this way. See chapter 5,
\"Equipment,\" in the Player's Handbook for descriptions of these tools.\n After
you gain the Infuse Item feature at 2nd level, you can also use any item bearing
one of your infusions as a spellcasting focus.\n\nCANTRIPS (0-LEVEL SPELLS)\nAt 1st
level, you know two cantrips of your choice from the artificer spell list. At
higher levels, you learn additional artificer cantrips of your choice, as shown in
the Cantrips Known column of the Artificer table.\n When you gain a level in this
class, you can replace one of the artificer cantrips you know with another cantrip
from the artificer spell list.\n\nPREPARING AND CASTING SPELLS\nThe Artificer table
shows how many spell slots you have to cast your artificer spells. To cast one of
your artificer spells of 1st level or higher, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when you finish a long rest.\n
You prepare the list of artificer spells that are available for you to cast,
choosing from the artificer spell list. When you do so, choose a number of
artificer spells equal to your Intelligence modifier + half your artificer level,
rounded down (minimum of one spell). The spells must be of a level for which you
have spell slots.\n For example, if you are a 5th-level artificer, you have four
1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of
prepared spells can include four spells of 1st or 2nd level, in any combination. If
you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn't remove it from your list of prepared
spells.\n You can change your list of prepared spells when you finish a long
rest. Preparing a new list of artificer spells requires time spent tinkering with
your spellcasting focuses: at least 1 minute per spell level for each spell on your
list.\n\nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your
artificer spells; your understanding of the theory behind magic allows you to wield
these spells with superior skill. You use your Intelligence whenever an artificer
spell refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC = 8 + your proficiency bonus +
your Intelligence modifier\n\nSpell attack modifier = your proficiency bonus + your
Intelligence modifier"} {:description "You can cast an artificer spell as a ritual
if that spell has the ritual tag and you have the spell prepared.", :name "Ritual
Casting"} {:name "Infuse Item", :level 2, :description "At 2nd level, you gain the
ability to imbue mundane items with certain magical infusions. The magic items you
create with this feature are effectively prototypes of permanent items.\n\
nINFUSIONS KNOWN\nWhen you gain this feature, pick four artificer infusions to
learn, choosing from the \"Artificer Infusions\" section at the end of the class's
description. You learn additional infusions of your choice when you reach certain
levels in this class, as shown in the Infusions Known column of the Artificer
table.\n Whenever you gain a level in this class, you can replace one of the
artificer infusions you learned with a new one.\n\nINFUSING AN ITEM\nWhenever you
finish a long rest, you can touch a nonmagical object and imbue it with one of your
artificer infusions, turning it into a magic item. An infusion works\non only
certain kinds of objects, as specified in the infusion's description. If the item
requires attunement, you can attune yourself to it the instant you infuse the item.
If you decide to attune to the item later, you must do so using the normal process
for attunement (see \"Attunement\" in chapter 7 of the Dungeon Master's Guide).\n
Your infusion remains in an item indefinitely, but when you die, the infusion
vanishes after a number of days have passed equal to your Intelligence modifier
(minimum of 1 day). The infusion also vanishes if you give up your knowledge of the
infusion for another one.\n You can infuse more than one nonmagical object at the
end of a long rest; the maximum number of objects appears in the Infused Items
column of the Artificer table. You must touch each of the objects, and each of your
infusions can be in only one object at a time. Moreover, no object can bear more
than one of your infusions at a time. If you try to exceed your maximum number of
infusions, the oldest infusion immediately ends, and then the new infusion
applies."} {:description "At 3rd level, you learn how to produce exactly the tool
you need: with tinker's tools in hand, you can magically create one set of
artisan's tools in an unoccupied space within 5 feet of you. This creation requires
1 hour of uninterrupted work, which can coincide with a short or long rest. Though
the product of magic, the tools are nonmagical, and they vanish when you use this
feature again.you make that uses your proficiency with a tool.", :level 3, :name
"The Right Tool for the Job"} {:name "Tool Expertise", :level 6, :description
"Starting at 6th level, your proficiency bonus is doubled for any ability check you
make that uses your proficiency with a tool. Enter this manually."} {:name "Spell-
Storing Item", :level 11, :description "At 11th
level, you learn how to store a spell in an object. Whenever you finish a long
rest, you can touch one simple or martial weapon or one item that you can use as a
spellcasting focus, and you store a spell in it, choosing a 1st-level or 2nd-level
spell from the artificer spell list that requires 1 action to cast (you needn't
have it prepared).\n While holding the object, a creature can take an action to
produce the spell's effect from it, using your spellcasting ability modifier. If
the spell requires concentration, the creature must concentrate. The spell stays in
the object until it's been used a number of times equal to twice your Intelligence
modifier (minimum of twice) or until you use this feature again to store a spell in
an object."} {:description "At 20th level, you develop a mystical connection to
your magic items, which you can draw on for protection:\n • You gain a +1 bonus
to all saving throws per magic item you are currently attuned to.\n • If you're
reduced to 0 hit points but not killed outright, you can use your reaction to end
one of your artificer infusions, causing you to drop to 1 hit point instead of 0.",
:name "Soul of Artifice", :level 20} {:name "Equipment", :description "You start
with the following equipment, in addition to the equipment granted by your
background:\n • any two simple weapons of your choice\n • a light crossbow and
20 bolts\n • your choice of studded leather armor or scale mail\n • thieves'
tools and a dungeoneer's pack\n If you forgo this starting equipment, as well as
the items offered by your background, you start with 5d4 x 10 gp to buy your
equipment."} {:name "Spell Slots at First Level", :description "You have two 1st
level spell slots at first level. These do not display properly until reaching
level 2."} {:description "If your group uses the optional rule on multiclassing in
the Player's Handbook, here's what you need to know if you choose artificer as one
of your classes.\n Ability Score Minimum. As a multiclass character, you must
have at least an Intelligence score of 1 3 to take a level in this class, or to
take a level in another class if you are already an artificer.\n Proficiencies
Gained. If artificer isn't your initial class, here are the proficiencies you gain
when you take your first level as an artificer: light armor, medium armor, shields,
thieves' tools, tinker's tools.\n Spell Slots. Add half your levels (rounded up)
in the artificer class to the appropriate levels from other classes to determine
your available spell slots.", :name "Optional Rule: Multiclassing"} {:name "Tool
Proficiency", :description "You have proficiency with one type of artisan's tools
of your choice."} {:level 7, :description "Starting at 7th level, you gain the
ability to come up with solutions under pressure. When you or another creature you
can see within 30 feet of you makes an ability check or a saving throw, you can use
your reaction to add your Intelligence modifier to the roll.\n You can use this
feature a number of times equal to your Intelligence modifier (minimum of once).
You regain all expended uses when you finish a long rest.", :name "Flash of
Genius"} {:description "When you reach 10th level, you achieve a profound
understanding of how to use and make magic items:\n • You can attune to up to
four magic items at once.\n • If you craft a magic item with a rarity of common
or uncommon, it takes you a quarter of the normal time, and it costs you half as
much of the usual gold.", :name "Magic Item Adept", :level 10} {:description "At
14th level, your skill with magic items deepens more:\n • You can attune to up to
five magic items at once.\n • You ignore all class, race, spell, and level
requirements on attuning to or using a magic item.", :name "Magic Item
Savant", :level 14} {:name "Magic Item Master", :description "Starting at 18th
level, you can attune to up to six magic items at once.", :level
18}]}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer, :traits
[{:description "When you adopt this specialization at 3rd level, you gain
proficiency with alchemist's supplies. If you already have this proficiency, you
gain proficiency with one other type of artisan's tools of your choice.", :level 3,
:name "Tool Proficiency"} {:description "Starting at 3rd level, you always have
certain spells prepared after you reach particular levels in this class, as shown
in the Alchemist Spells table. These spells count as artificer spells for you, but
they don't count against the number of artificer spells you prepare.", :name
"Alchemist Spells", :level 3} {:level 3, :description "Beginning at 3rd level,
whenever you finish a long rest, you can magically produce an experimental elixir
in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's
effect, which is triggered when someone drinks the elixir. As an action, a creature
can drink the elixir or administer it to an incapacitated creature.\n Creating an
experimental elixir requires you to have alchemist supplies on your person, and any
elixir you create with this feature lasts until it is drunk or until the end of
your next long rest.\n When you reach certain levels in this class, you can make
more elixirs at the end of a long rest: two at 6th level and three at 15th level.
Roll for each elixir's effect separately. Each elixir requires its own flask.\n
You can create additional experimental elixirs by expending a spell slot of 1st
level or higher for each one. When you do so, you use your action to create the
elixir in an empty flask you touch, and you choose the elixir's effect from the
Experimental Elixir table.\n\nEXPERIMENTAL ELIXIR\nd6 Effect\n1 Healing. The
drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.\
n2 Swiftness. The drinker's walking speed increases by 10 feet for l hour.\n3
Resilience. The drinker gains a +l bonus to AC for 10 minutes.\n4 Boldness. The
drinker can roll a d4 and add the number rolled to every attack roll and saving
throw they make for the next minute.\n5 Flight. The drinker gains a flying speed of
10 feet for 10 minutes.\n6 Transformation. The drinker's body is transformed as if
by the alter self spell. The drinker determines the transformation caused by the
spell, the effects of which last for 10 minutes.", :name "Experimental Elixir"}
{:description "At 5th level, you develop masterful command of magical chemicals,
enhancing the healing and damage you create through them. Whenever you cast a spell
using your alchemist's supplies as the spellcasting focus, you gain a bonus to one
roll of the spell. That roll must restore hit points or be a damage roll that deals
acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence
modifier (minimum of +1).", :level 5, :name "Alchemical Savant"} {:name
"Restorative Reagents", :description "Starting at 9th level, you can incorporate
restorative reagents into some of your works:\n • Whenever a creature drinks an
experimental elixir you created, the creature gains temporary hit points equal to
2d6 + your Intelligence modifier (minimum of 1 temporary hit point).\n • You can
cast lesser restoration without expending a spell slot and without preparing the
spell, provided you use alchemist's supplies as the spellcasting focus. You can do
so a number of times equal to your Intelligence modifier (minimum of once), and you
regain all expended uses when you finish a long rest.", :level 9} {:description "By
15th level, you have been exposed to so many chemicals that they pose little risk
to you, and you can use them to quickly end certain ailments:\n • You gain
resistance to acid damage and poison damage, and you are immune to the poisoned
condition.\n • You can cast greater restoration and heal without expending a
spell slot, without preparing the spell, and without material components, provided
you use alchemist's supplies as the spellcasting focus. Once you cast either spell
with this feature, you can't cast that spell with it again until you finish a long
rest.", :name "Chemical Mastery", :level 15}], :level-modifiers [{:type :tool-prof,
:level 3, :value :alchemists-supplies} {:type :spell, :level 3, :value {:level
1, :key :healing-word, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 3, :value {:level 1, :key :ray-of-
sickness, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :flaming-sphere, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :acid-
arrow, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 3, :key :gaseous-form, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :key :mass-healing-
word, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 13, :value
{:level 4, :key :blight, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level 4, :key :death-
ward, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 17, :value
{:level 5, :key :cloudkill, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 17, :value {:level 5, :key :raise-
dead, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 2, :key :lesser-restoration, :ability :orcpub.dnd.e5.character/int}} {:type
:damage-resistance, :level 15, :value :acid} {:type :damage-resistance, :level
15, :value :poison} {:type :spell, :level 15, :value {:level 5, :key :greater-
restoration, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
15, :value {:level 6, :key :heal, :ability
:orcpub.dnd.e5.character/int}}], :option-pack "Eberron - Rising from the Last War",
:name "Alchemist", :key :alchemist}, :artillerist {:class :artificer, :traits
[{:name "Tool Proficiency", :level 3, :description "When you adopt this
specialization at 3rd level, you gain proficiency
with woodcarver's tools. If you already have this proficiency, you gain
proficiency with one other type of artisan's tools of your choice."} {:level
3, :description "Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the Artillerist Spells
table. These spells count as artificer spells for you, but they don't count against
the number of artificer spells you prepare.", :name "Artillerist Spells"} {:name
"Eldritch Cannon", :level 3, :description "At 3rd level, you learn how to create a
magical cannon. Using woodcarver's tools or smith's tools, 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 occupies its
space, and a Tiny one can be held in one hand.\n Once you create a cannon, you
can't do so again until you finish a long rest or until you expend a spell slot of
1st level or higher. You can have only one cannon at a time and can't create one
while your cannon is present.\n The cannon is a magical object. Regardless of
size, the cannon has an AC of 18 and a number of hit points equal to five times
your artificer level. It is immune to poison damage, psychic damage, and all
conditions. If it is forced to make an ability check or a saving throw, treat all
its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6
hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can
dismiss it early as an action.\n When you create the cannon, you determine its
appearance and whether it has legs. You also decide which type it is, choosing from
the options on the Eldritch Cannons table. On each of your turns, you can take a
bonus action to cause the cannon to activate if you are within 60 feet of it. As
part of the same bonus action, you can direct the cannon to walk or climb up to 15
feet to an unoccupied space, provided it has legs.\n\nELDRITCH CANNONS\n
Flamethrower. The cannon exhales fire in an adjacent 15-foot cone that you
designate. Each creature in that area must make a Dexterity saving throw against
your spell save DC, taking 2d8 fire damage on a failed save or half as much damage
on a successful one. The fire ignites any flammable objects in the area that aren't
being worn or carried.\n Force Ballista. Make a ranged spell attack, originating
from the cannon, at one creature or object within 120 feet of it. On a hit, the
target takes 2d8 force damage, and if the target is a creature, it is pushed up to
5 feet away from the cannon.\n Protector. The cannon emits a burst of positive
energy that grants itself and each creature of your choice within 10 feet of it a
number of temporary hit points equal to ld8 + your Intelligence modifier (minimum
of +l)."} {:name "Arcane Firearm", :level 5, :description "At 5th level, you know
how to turn a wand, staff, or rod into an arcane firearm, a conduit for your
destructive spells. When you finish a long rest, you can use woodcarver's tools to
carve special sigils into a wand, staff, or rod and thereby turn it into your
arcane firearm. The sigils disappear from the object if you later carve them on a
different item. The sigils otherwise last indefinitely.\n You can use your arcane
firearm as a spellcasting focus for your artificer spells. When you cast an
artificer spell through the firearm, roll a d8, and you gain a bonus to one of the
spell's damage rolls equal to the number rolled."} {:description "Starting at 9th
level, every eldritch cannon you create is more destructive:\n • The cannon's
damage rolls all increase by ld8.\n • 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.", :name "Explosive Cannon", :level 9} {:level 15, :name "Fortified
Position", :description "Starting at 15th level, you're a master at forming well-
defended emplacements using Eldritch Cannon:\n • 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.\n • You can
now have two cannons at the same time. You can create two with the same action (but
not the same spell slot), and you can activate both of them with the same bonus
action. You determine whether the cannons are identical to each other or different.
You can't create a third cannon while you have two."}], :level-modifiers
[{:type :tool-prof, :value :woodcarvers-tools, :level 3} {:type :spell, :level
3, :value {:level 1, :key :shield, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 3, :value {:level
1, :key :thunderwave, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
5, :value {:level 2, :key :scorching-ray, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level
2, :key :shatter, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
9, :value {:level 3, :ability :orcpub.dnd.e5.character/int, :key :fireball}} {:type
:spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :wind-wall}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :ice-storm}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :wall-of-fire}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :cone-of-cold}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-pack "Eberron -
Rising from the Last War", :name "Artillerist", :key :artillerist}, :battle-smith
{:class :artificer, :traits [{:description "When you adopt this specialization at
3rd level, you gain proficiency with smith's tools. If you already have this
proficiency, you gain proficiency with one other type of artisan's tools of your
choice.", :name "Tool Proficiency", :level 3} {:description "When you reach 3rd
level, your combat training and your experiments with magic have paid off in two
ways:\n • You gain proficiency with martial weapons.\n • When you attack with a
magic weapon, you can use your Intelligence modifier, instead of Strength or
Dexterity modifier, for the attack and damage rolls.", :name "Battle Ready", :level
3} {:description "By 3rd level, your tinkering has borne you a faithful companion,
a steel defender. It is friendly to you and your companions, and it obeys your
commands. See this creature's game statistics in the steel defender stat block. You
determine the creature's appearance and whether it has two legs or four; your
choice has no effect on its game statistics.\n In combat, the steel defender
shares your initiative count, but it takes its turn immediately after yours. It can
move and use its reaction on its own, but the only action it takes on its turn is
the Dodge action, unless you take a bonus action on your turn to command it to take
one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search
action.\n If the mending spell is cast on it, it regains 2d6 hit points. If it
has died within the last hour, you can use your smith's tools as an action to
revive it, provided you are within 5 feet of it and you expend a spell slot of 1st
level or higher. The steel defender returns to life after 1 minute with all its hit
points restored.\n At the end of a long rest, you can create a new steel defender
if you have your smith's tools with you. If you already have a steel defender from
this feature, the first one immediately perishes.", :name "Steel Defender", :level
3} {:description "At 9th level, you learn new ways to channel arcane energy to harm
or heal. When either you hit a target with a magic weapon attack or your steel
defender hits a target, you can channel magical energy through the strike to create
one of the following effects:\n • The target takes an extra 2d6 force damage.\n
• Choose one creature or object you can see within 30 feet of the target. Healing
energy flows into the chosen recipient, restoring 2d6 hit points to it.\n You can
use this energy a number of times equal to your Intelligence modifier (minimum of
once), but you can do so no more than once on a turn. You regain all expended uses
when you finish a long rest.", :level 9, :name "Arcane Jolt"} {:description "At
15th level, your Arcane jolt and steel defender become more powerful:\n • The
extra damage and the healing of your Arcane jolt both increase to 4d6.\n • Your
steel defender gains a +2 bonus to Armor Class.\n • Whenever your steel defender
uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your
Intelligence modifier.", :level 15, :name "Improved Defender"} {:name "Battle Smith
Spells", :level 3, :description "Starting at 3rd level, you always have certain
spells prepared after you reach particular levels in this class, as shown in the
Battle Smith Spells table. These spells count as artificer spells for you, but they
don't count against the number of artificer spells you prepare."} {:name "Extra
Attack", :description "Starting at 5th level, you can attack twice, rather than
once, whenever you take the Attack action on your turn.", :level 5}], :level-
modifiers [{:type :tool-prof, :level 3, :value :smiths-tools} {:type :spell, :level
3, :value {:level 1, :ability :orcpub.dnd.e5.character/int, :key :heroism}}
{:type :spell, :level 3, :value {:level 1, :ability
:orcpub.dnd.e5.character/int, :key :shield}} {:type :spell, :level 5, :value
{:level 2, :ability :orcpub.dnd.e5.character/int, :key :branding-smite}}
{:type :spell, :level 5, :value {:level 2, :ability :orcpub.dnd.e5.character/int,
:key :warding-bond}} {:type :spell, :level 9, :value {:level
3, :ability :orcpub.dnd.e5.character/int, :key :aura-of-vitality}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :conjure-barrage}} {:type :spell, :level
13, :value {:level 4, :ability :orcpub.dnd.e5.character/int, :key :aura-of-purity}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :fire-shield}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :banishing-smite}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :mass-cure-wounds}} {:type :weapon-prof, :level
3, :value :martial} {:type :num-attacks, :level 5, :value 2}], :option-pack
"Eberron - Rising from the Last War", :name "Battle Smith", :key :battle-
smith}}, :orcpub.dnd.e5/monsters {:tarkanan-assassin-lightning- {:senses
"darkvision 60 ft., passive Perception 14", :description "The assassin knows
thieves' cant as a language.", :armor-notes "studded leather", :key :tarkanan-
assassin-lightning-, :int 10, :speed "30 ft.", :name "Tarkanan Assassin
(Lightning)", :alignment "any non-good alignment", :cha 11, :hit-points {:die-count
7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 15, :skills {:athletics 3, :deception
2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con
14, :dex 16, :wis 14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Shocking Grasp (Cantrip/At
Will)", :description "Melee Spell Attack: +4 to hit, reach 5 ft., one target.\nHit:
9 (2d8) lightning damage. The assassin has advantage on the attack roll if the
target is wearing armor made of metal."} {:type :action, :name "Chromatic Orb
(1/Day)", :description "Ranged Spell Attack: +4 to hit, range 90 ft., one
creature.\nHit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire,
lightning, poison, or thunder."}]}, :magewright-artisan- {:senses "passive
Perception 12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-artisan-, :int 14, :speed "30 ft.", :name "Magewright
(Artisan)", :alignment "any alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex 13, :wis
14, :props {:language {:common true}}, :traits [{:name "Spellcasting", :description
"The magewright's spell casting ability is Intelligence (spell save DC 12). To cast
one of its rituals, the magewright must provide additional material components
whose value in gold pieces is 20 times the spell's level. These components are
consumed when the ritual is finished. The magewright knows the following spells:\n\
nAt will: mage hand, prestidigitation, guidance, mending\nRituals: knock"}
{:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."} {:name "Tool Proficiencies", :description "The magewright has proficiency
with one type of artisan's tools."}]}, :clawfoot {:senses "passive perception
13", :key :clawfoot, :int 4, :speed "40 ft.", :name "Clawfoot", :alignment
"unaligned", :cha 6, :hit-points {:die-count 3, :die 8, :modifier 6}, :type :beast,
:size :medium, :option-pack "Eberron - Rising from the Last War", :armor-class
13, :skills {:perception 3, :stealth 5}, :str 12, :challenge 1, :con 14, :dex
16, :wis 12, :traits [{:name "Pack Tactics", :description "The clawfoot has
advantage on an attack roll against a creature if at least one of the clawfoot's
allies is within 5 feet of the creature and the ally isn't incapacitated."} {:name
"Pounce", :description "If the clawfoot moves at least 20 feet straight towards a
creature and then hits it with a claw attack on the same turn, that target must
succeed on a DC 11 STR saving throw or be knocked prone. If the target is prone,
the clawfoot can make one bite attack against it as a bonus action."}
{:type :action, :name "Multiattack", :description "The clawfoot makes two attacks:
one with its bite and one with its claws."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 7 (1d8 + 3) piercing damage."} {:type :action, :name "Claws", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 7 (1d8 + 3)
slashing damage."}]}, :valenar-steed-shrouded-step- {:senses "passive Perception
14", :key :valenar-steed-shrouded-step-, :int 10, :speed "60 ft.", :name "Valenar
Steed (Shrouded Step)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising
from the Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge
0.5, :con 14, :dex 16, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The steed can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
steed bonds with a different creature or until the bonded creature dies. While
bonded, the steed and the bonded creature can communicate telepathically with each
other at a distance of up to 100 feet."} {:type :action, :name
"Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Shrouded Step", :description "The
animal can't be tracked except by magical means, and it leaves behind no tracks or
other traces of its passage."}]}, :inspired-kalaraq-vessel- {:senses "passive
perception 10", :armor-notes "15 with Mage Armor", :key :inspired-kalaraq-
vessel-, :int 16, :speed "30 ft.", :name "Inspired (Kalaraq Vessel)", :alignment
"lawful evil", :cha 16, :hit-points {:die-count 9, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 12, :skills {:deception 7, :insight 2, :persuasion 7}, :str
11, :saving-throws {:int 5, :wis 2}, :challenge 2, :con 10, :dex 14, :wis
10, :props {:damage-resistance {:psychic true}, :condition-immunity {:charmed true,
:frightened true}, :language {:common true, :quori true}}, :traits [{:name "Dual
Mind", :description "The Inspired has advantage on Wisdom saving throws."} {:name
"Innate Spellcasting (Psionics)", :description "The Inspired's spellcasting ability
is Intelligence (spell save DC 13). It can innately cast the following spells,
requiring no material components:\n\nAt will: mage hand, vicious mockery.\n1/day
each: charm person, dissonant whispers, hex, hold person, mage armor."}
{:type :action, :name "Multiattack", :description "The Inspired makes two crysteel
dagger attacks. It can replace one attack with Vicious Mockery."}
{:type :action, :name "Crysteel Dagger", :description "Melee Wepaon Attack: +4 to
hit, reach 5 ft., one target.\nHit: 4 (1d4 + 2) piercing damage plus 10 (3d6) force
damage."} {:type :action, :name "Vicious Mockery (Cantrip)", :description "The
Inspired unleashes a string of insults laced with subtle enchantments at one
creature it can see within 60 feet of it. If the target can hear the Inspired, the
target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage
and have disadvantage on the next attack roll it makes before the end of its next
turn."} {:name "All Around Vision", :description "The Inspired can't be
surprised."} {:name "Arcane Eye (3/Day)", :description "The Inspired can cast the
Arcane Eye spell, requiring no material components."}]}, :valenar-hound-fey-
ancestry- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-fey-ancestry-, :int 10, :speed "40 ft.", :name "Valenar
Hound (Fey Ancestry)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge
0.5, :con 14, :dex 15, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The hound can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
hound bonds with a different creature or until the bonded creature dies. While
bonded, the hound and the bonded creature can communicate telepathically with each
other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Fey Ancestry", :description "The animal has
advantage on saving throws against being charmed or frightened, and magic can't
put it to sleep."}]}, :the-lord-of-blades {:senses "passive Perception
19", :legendary-actions {:description "The Lord of Blades can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn. The Lord of Blades
regains spent legendary actions at the start of his turn."}, :armor-notes "natural
armor", :key :the-lord-of-blades, :int 19, :speed "40 ft.", :name "The Lord of
Blades", :alignment "lawful evil", :cha 18, :hit-points {:die-count 23, :die
8, :modifier 92}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 19, :skills {:arcana 10, :athletics 11, :history
10, :perception 9}, :str 20, :saving-throws {:str 11, :dex nil, :con 10, :int
10, :wis 9}, :challenge 18, :con 18, :dex 15, :wis 17, :props {:damage-resistance
{:necrotic true, :poison true}, :condition-immunity {:charmed true, :exhausted
true, :frightened true}, :language {:common true, :draconic true, :dwarvish
true, :elvish true}}, :traits [{:name "Adamantine Plating", :description "Any
critical hit against the Lord of Blades becomes a normal hit."} {:name "Bladed
Armor", :description "A creature that grapples the Lord of Blades or is grappled by
him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it
starts its turn grappling or being grappled by the Lord of Blades."} {:name
"Charge", :description "If the Lord of Blades moves at least 10 feet straight
towards a target and then hits it with his adamantine sixblade on the same turn,
the target takes an extra 11 (2d10) slashing damage. If the target is a creature,
it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away
and knocked prone."} {:name "Spellcasting", :description "The Lord of Blades is a
20th-level spellcaster. His spellcasting ability is Intelligence (spells save DC
18, +10 to hit with spell attacks). He has the following artificer spells
prepared:\n\nCantrips (at will): fire bold, mage hand, mending, prestidigitation.\
n1st level (4 slots): expeditious retreat, sanctuary, thunderwave.\n2nd level (3
slots): blur, heat metal, scorching ray, see invisibility.\n3rd level (3 slots):
dispel magic, fly, haste.\n4th level (3 slots): freedom of movement, Mordenkainen's
faithful hound.\n5th level (2 slots): animate objects, wall of force."} {:name
"Warforged Resilience", :description "The Lord of Blades has advantage on saving
throws against being poisoned, is immune to disease, and magic can't put him to
sleep."} {:type :action, :name "Multiattack", :description "The Lord of Blades
makes three attacks: two with his adamantine sixblade and one with his bladed
wings."} {:type :action, :name "Adamantine Sixblade", :description "Melee Weapon
Attac: +11 to hit, reach 10 ft., one target.\nHit: 21 (3d10 + 5) slashing damage
plus 7 (2d6) force damage."} {:type :action, :name "Bladed Wings", :description
"Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one
target.\nHit: 8 (1d6 + 5) slashing damage."} {:type :action, :name "Fire Bolt
(Cantrip)", :description "Ranged Spell Attack: +10 to hit, range 120 ft., one
target.\nHit: 22 (4d10) fire damage."} {:type :legendary-action, :name
"Attack", :description "The Lord of Blades makes one weapon attack."}
{:type :legendary-action, :name "Cantrip", :description "The Lord of Blades casts
one of his cantrips."} {:type :legendary-action, :name "Cast a Spell (Costs 2
Actions)", :description "The Lord of Blades casts a spell of 2nd level or lower
from his spell list that takes 1 action to cast."} {:type :legendary-action, :name
"Blade Dash (Costs 3 Actions)", :description "The Lord of Blades moves up to his
speed without provoking opportunity attacks, then makes one attack with his
adamantine sixblade. He can make one bladed wings attack against each creature he
moves past."}]}, :fastieth {:senses "passive perception 10", :key :fastieth, :int
4, :speed "50 ft.", :name "Fastieth", :alignment "unaligned", :cha 4, :hit-points
{:die-count 2, :die 8, :modifier 0}, :type :beast, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 14, :skills {:perception
##NaN, :stealth ##NaN}, :str 12, :challenge 0.25, :con 10, :dex 18, :wis
11, :traits [{:name "Quickness (Recharge 5-6)", :description "The fastieth can take
the Dodge action as a bonus action."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\nHit: 8 (1d8 + 4)
piercing damage."}]}, :valenar-hawk-burst-of-speed- {:senses "passive Perception
15", :key :valenar-hawk-burst-of-speed-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Burst of Speed)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Burst of Speed (Recharge
6)", :description "The animal can take the Dash action as a bonus
action."}]}, :valenar-hound {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound, :int 10, :speed "40 ft.", :name "Valenar
Hound", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked
prone."}]}, :magewright-mediator- {:senses "passive Perception 12", :description
"The magewright is proficient in two languages of its choice.", :key :magewright-
mediator-, :int 14, :speed "30 ft.", :name "Magewright (Mediator)", :alignment "any
alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4, :insight 4, :persuasion 3}, :str
11, :con 10, :dex 13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
guidance\nRituals: knock, comprehend languages, zone of truth"}
{:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."}]}, :valenar-hawk-lie-detector- {:senses "passive Perception
15", :key :valenar-hawk-lie-detector-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Lie Detector)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Lie Detector", :description "The
animal knows when a creature within 15 feet of it tells a lie."}]}, :valenar-hound-
fey-step- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-fey-step-, :int 10, :speed "40 ft.", :name "Valenar
Hound (Fey Step)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis
15, :props {:language {:common true, :elvish true, :sylvan true}}, :traits [{:name
"Bonding", :description "The hound can magically bond with one creature it can see,
immediately after spending at least 1 hour observing that creature while within 30
feet of it. The bond lasts until the hound bonds with a different creature or until
the bonded creature dies. While bonded, the hound and the bonded creature can
communicate telepathically with each other at a distance of up to 100 feet."}
{:name "Keen Hearing and Smell", :description "The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on
a DC 13 Strength saving throw or be knocked prone."} {:name "Fey Step
(1/Day)", :description "The animal, along with anything it is wearing or carrying,
teleports up to 30 feet to an unoccupied space it can see."}]}, :living-burning-
hands {:senses "darkvision 60 ft., passive Perception 8", :description "The living
spell has resistance to bludgeoning, piercing, and slashing damage from nonmagical
attacks.", :armor-notes "natural armor", :key :living-burning-hands, :int 3, :speed
"25 ft., fly 25 ft. (hover)", :name "Living Burning Hands", :alignment "unaligned",
:cha 6, :hit-points {:die-count 2, :die 8, :modifier
6}, :type :construct, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :str 10, :challenge 1, :con 16, :dex 12, :wis 6, :props
{:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:lightning false, :fire true}, :condition-immunity {:blinded
true, :charmed true, :deafened true, :exhausted true, :frightened true, :grappled
true, :poisoned true, :prone true}}, :traits [{:name "Amorphous", :description "The
living spell can move through a space as narrow as 1 inch wide without squeezing."}
{:name "Magic Resistance", :description "The living spell has advantage on saving
throws against spell and other magical effects."} {:name "Magical
Strike", :description "Melee Spell Attac: +5 to hit, reach 5 ft., one target.\nHit:
6 (1d6 + 3) fire damage.", :type :action} {:name "Spell Mimicry (Recharge 5-
6)", :type :action, :description "The living spell unleashes a thin sheet of flames
in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving
throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a
successful one."}]}, :valenar-hound-camouflage- {:senses "passive Perception
14", :armor-notes "natural armor", :key :valenar-hound-camouflage-, :int 10, :speed
"40 ft.", :name "Valenar Hound (Camouflage)", :alignment "neutral", :cha 11, :hit-
points {:die-count 3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 14, :skills {:perception
4}, :str 17, :challenge 0.5, :con 14, :dex 15, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hound can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hound bonds with a different creature or until the bonded creature dies.
While bonded, the hound and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Camouflage", :description "The animal has
advantage on Dexterity (Stealth) checks it makes while outdoors."}]}, :valenar-
hawk-fey-step- {:senses "passive Perception 15", :key :valenar-hawk-fey-step-, :int
9, :speed "10 ft., fly 60 ft.", :name "Valenar Hawk (Fey Step)", :alignment
"neutral", :cha 11, :hit-points {:die-count 4, :die
4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Fey Step (1/Day)", :description "The
animal, along with anything it is wearing or carrying, teleports up to 30 feet to
an unoccupied space it can see."}]}, :valenar-hound-quickness- {:senses "passive
Perception 14", :armor-notes "natural armor", :key :valenar-hound-quickness-, :int
10, :speed "40 ft.", :name "Valenar Hound (Quickness)", :alignment "neutral", :cha
11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name
"Quickness (Recharge 6)", :description "The animal can take the Dodge action as a
bonus action."}]}, :magewright {:senses "passive Perception 12", :description "The
magewright is proficient in two languages of its choice.", :key :magewright, :int
14, :speed "30 ft.", :name "Magewright", :alignment "any alignment", :cha 12, :hit-
points {:die-count 2, :die 8}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 11, :skills {:arcana 4}, :str
11, :con 10, :dex 13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation\
nRituals: knock"} {:type :action, :name "Dagger", :description "Melee or Ranged
Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4
+ 1) piercing damage."}]}, :magewright-healer- {:senses "passive Perception
12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-healer-, :int 14, :speed "30 ft.", :name "Magewright
(Healer)", :alignment "any alignment", :cha 12, :hit-points {:die-count 2, :die 8},
:type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4, :medicine 4}, :str 11, :con 10, :dex 13,
:wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
resistance, spare the dying\nRituals: knock, detect poison and disease, lesser
restoration (1 hr.)"} {:type :action, :name "Dagger", :description "Melee or Ranged
Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4
+ 1) piercing damage."} {:name "Tool Proficiencies", :description "The magewrite
has proficiency with a herbalism kit."}]}, :valenar-steed-burst-of-speed- {:senses
"passive Perception 14", :key :valenar-steed-burst-of-speed-, :int 10, :speed "60
ft.", :name "Valenar Steed (Burst of Speed)", :alignment "neutral", :cha 11, :hit-
points {:die-count 3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack
"Eberron - Rising from the Last War", :armor-class 13, :skills {:perception
4}, :str 14, :challenge 0.5, :con 14, :dex 16, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
steed can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the steed bonds with a different creature or until the bonded creature dies.
While bonded, the steed and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:type
:action, :name "Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Burst of Speed
(Recharge 6)", :description "The animal can take the Dash action as a bonus
action."}]}, :inspired-hashalaq-vessel- {:senses "passive perception 10", :armor-
notes "15 with Mage Armor", :key :inspired-hashalaq-vessel-, :int 16, :speed "30
ft.", :name "Inspired (Hashalaq Vessel)", :alignment "lawful evil", :cha 16, :hit-
points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 12, :skills {:deception
7, :insight 2, :persuasion 7}, :str 11, :saving-throws {:int 5, :wis 2}, :challenge
2, :con 10, :dex 14, :wis 10, :props {:damage-resistance {:psychic
true}, :condition-immunity {:charmed true, :frightened true}, :language {:common
true, :quori true}}, :traits [{:name "Dual Mind", :description "The Inspired has
advantage on Wisdom saving throws."} {:name "Innate Spellcasting
(Psionics)", :description "The Inspired's spellcasting ability is Intelligence
(spell save DC 13). It can innately cast the following spells, requiring no
material components:\n\nAt will: mage hand, vicious mockery.\n1/day each: charm
person, dissonant whispers, hex, hold person, mage armor."} {:type :action, :name
"Multiattack", :description "The Inspired makes two crysteel dagger attacks. It can
replace one attack with Vicious Mockery."} {:type :action, :name "Crysteel Dagger",
:description "Melee Wepaon Attack: +4 to hit, reach 5 ft., one target.\nHit: 4 (1d4
+ 2) piercing damage plus 10 (3d6) force damage."} {:type :action, :name "Vicious
Mockery (Cantrip)", :description "The Inspired unleashes a string of insults laced
with subtle enchantments at one creature it can see within 60 feet of it. If the
target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving
throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll
it makes before the end of its next turn."} {:name "Suggestion
(3/Day)", :description "The Inspired can cast the Suggestion spell (spell save DC
13) requiring no material components."}]}, :tsucora-quori {:senses "darkvision 60
ft., passive Perception 13", :armor-notes "natural armor", :key :tsucora-
quori, :int 14, :speed "40 ft.", :name "Tsucora Quori", :alignment "lawful
evil", :cha 16, :hit-points {:die-count 8, :die 8, :modifier
32}, :type :aberration, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 16, :skills {:insight 5, :perception 5}, :str 17, :saving-throws
{:wis 5, :cha 6}, :challenge 7, :con 18, :dex 14, :wis 14, :props {:damage-
resistance {:psychic true}, :condition-immunity {:charmed true, :exhausted
false, :frightened true}, :language {:common true, :quori true}}, :traits [{:name
"Innate Spellcasting (Psionics)", :description "The quori's spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following spells, requiring
no components:\n\nAt will: charm person\n1/day: fear"} {:type :action, :name
"Multiattack", :description "The quori makes three attacks: one pincer attack, one
attack with its claws, and one stinger attack."} {:type :action, :name
"Pincer", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it
is a large or smaller creature. The quori has two pincers, each of which can
grapple one target."} {:type :action, :name "Claws", :description "Melee Weapon
Attack: +6 to hit, reach 5 ft., one target.\nHit: 13 (4d4 + 3) slashing damage."}
{:type :action, :name "Stinger", :description "Melee Weapon Attack: +6 to hit,
reach 10 ft., one creature.\nHit: 8 (1d10 + 3) piercing damage plus 10 (3d10)
psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be
frighted of the quori 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."}
{:type :action, :name "Possession (Recharge 6)", :description "One humanoid the
quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or
be possessed by the quori; the quori then disappears, and the target is
incapacitated and loses control of its body. The quori now controls the body but
doesn't deprive the target of awareness. The quori can't be targeted by any attack,
spell, or other effect. And it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and frighted. It otherwise uses the
target's statistics, but doesn't gain access to the target's knowledge, class
features, or proficiencies.\n\nThe possession lasts until the body drops to 0 hit
points, the quori ends it as a bonus action, or the quori is forced out by an
effect like the Dispel Evil and Good spell. When the possession ends, the quori
reappears in an unoccupied space within 5 feet of the body. The target is immune to
this quori's Possession for 24 hours after succeeding on the saving throw or after
the possession ends."}]}, :mordakhesh {:senses "darkvision 60 ft., passive
Perception 18", :description "Mordakhesh is vulnerable to piercing from magical
weapons wielded by good creatures.\nMordakhesh has resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks not made with silvered
weapons.", :legendary-actions {:description "Mordakhesh can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn. Mordakhesh regains
spent legendary actions at the start of his turn."}, :armor-notes
"plate", :key :mordakhesh, :int 15, :speed "40 ft.", :name "Mordakhesh", :alignment
"lawful evil", :cha 20, :hit-points {:die-count 20, :die 8, :modifier
80}, :type :fiend, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 18, :skills {:athletics 10, :insight 8, :persuasion 10}, :str
20, :saving-throws {:str 10, :con 9, :wis 8, :cha 10}, :challenge 15, :con 18, :dex
16, :wis 17, :props {:damage-vulnerability {:piercing true}, :damage-resistance
{:bludgeoning true, :piercing true, :slashing true}, :language {:common
true, :infernal true}}, :traits [{:name "Innate Spellcasting", :description
"Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with
spell attacks). Mordakhesh can innately cast the following spells, requiring no
material components:\n\nAt will: chromatic orb, detect thoughts, disguise self.\
n1/day each: banishing smite, destructive wave, fly, mass suggestion, staggering
smite, suggestion, true seeing."} {:name "Limited Magic Immunity", :description
"Mordakhesh can't be affected or detected by spells of a 6th level or lower unless
he wishes to be. Mordakhesh has advantage on saving throws against all other spells
and magical effects."} {:type :action, :name "Multiattack", :description
"Mordakhesh makes three greatsword attacks."} {:type :action, :name
"Greatsword", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one
target.\nHit: 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage."}
{:type :action, :name "Chromatic Orb", :description "Ranged Spell Attack: +10 to
hit, range 120 ft., one creature.\nHit: 13 (3d8) damage of a type chosen by
Mordakhesh: acid, cold, fire, lightning, poison, or thunder."} {:type :legendary-
action, :name "Attack", :description "Mordakhesh makes one weapon attack or casts
chromatic orb."} {:type :legendary-action, :name "Chromatic
Resistance", :description "Mordakhesh gains resistance to one damage type of his
choice -- acid, cold, fire, lightning, poison, or thunder -- until the start of his
next turn."} {:type :legendary-action, :name "Warlord's Command (Costs 2 Actions)",
:description "Mordakhesh targets up to two allies that he can see within 30 feet of
him. If a target can see and hear him, the target can make one weapon attack as a
reaction and gains advantage on the attack roll."}]}, :bone-knight {:senses
"passive perception 12", :armor-notes "bonecraft armor", :key :bone-knight, :int
12, :speed "30 ft.", :name "Bone Knight", :alignment "any non-good alignment", :cha
16, :hit-points {:die-count 13, :die 8, :modifier
26}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 20, :skills {:athletics 7, :deception 6, :intimidation 6}, :str
18, :saving-throws {:wis 5, :cha 6}, :challenge 5, :con 14, :dex 13, :wis
14, :props {:damage-resistance {:necrotic true, :poison true}, :language {:common
true}}, :traits [{:name "Commander of Bones", :description "As a bonus action, the
knight can target one skeleton or zombie it can see within 30 feet of it. The
target must make a DC 14 Wisdom saving throw. On a failed save, the target must
obey the knight's commands until the knight dies or until the knight releases it as
a bonus action. The knight can command up to twelve undead at a time this way."}
{:name "Master of the Pallid Banner", :description "While within 60 feet of the
knight, any undead ally of the knight has advantage on saving throws against any
effect that turns undead."} {:name "Spellcasting", :description "The knight is an
8th-level spell caster. Its spell casting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). It has the following paladin spells prepared:\n\n1st
level (4 slots): command, compelling duel, hellish rebuke, wrathful smite\n2nd leve
(3 slots): branding smite, crown of madness, darkness, find steed, magic weapon"}
{:type :action, :name "Multiattack", :description "The knight attacks twice with
one of its weapons."} {:type :action, :name "Greatsword", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target.\nHit: 11 (2d6 + 4) slashing
damage."} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +4
to hit, range 150/600 ft., one target.\nHit:
5 (1d8 + 1) piercing damage."}]}, :valenar-steed {:senses "passive Perception 14",
:key :valenar-steed, :int 10, :speed "60 ft.", :name "Valenar Steed", :alignment
"neutral", :cha 11, :hit-points {:die-count 3, :die 10, :modifier
6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."}]}, :tarkanan-assassin-enchantment- {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-
enchantment-, :int 10, :speed "30 ft.", :name "Tarkanan Assassin
(Enchantment)", :alignment "any non-good alignment", :cha 11, :hit-points {:die-
count 7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 15, :skills {:athletics
3, :deception 2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str
12, :challenge 2, :con 14, :dex 16, :wis 14, :props {:language {:common
true}}, :traits [{:name "Innate Spellcasting", :description "The assassin's spell
casting ability is Constitution (+4 to hit with spell attacks). It can innately
cast the spells detailed in \"Actions,\" requiring no material components."} {:name
"Unstable Mark", :description "When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12 Constitution saving
throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a
successful one."} {:type :action, :name "Multiattack.", :description "The assassin
makes two shortsword attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) poison damage."} {:type :action, :name "Friends
(Cantrip/At Will)", :description "For the one minute or until they lose their
concentration, the assassin has advantage has advantage on all Charisma checks
towards one creature of its choice. When the spell ends, the creature realizes it
has been charmed."} {:type :action, :name "Charm Person (1/Day)", :description "Two
targets within 30 feet of the assassin must make a DC 12 Wisdom saving throw. They
make this throw with advantage if the assassin or any of its companions are
fighting it. On a failed save, the targets are charmed for one hour, the assassin
loses concentration, or until the assassin's companions do anything harmful to it.
When the spell ends, the targets know they were charmed by the
assassin."}]}, :valenar-hound-burst-of-speed- {:senses "passive Perception
14", :armor-notes "natural armor", :key :valenar-hound-burst-of-speed-, :int
10, :speed "40 ft.", :name "Valenar Hound (Burst of Speed)", :alignment
"neutral", :cha 11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name "Burst
of Speed (Recharge 6)", :description "The animal can take the Dash action as a
bonus action."}]}, :undying-soldier {:senses "darkvision 60 ft., passive perception
13", :description "The soldier is resistant to bludgeoning, piercing, and slashing
damage from nonmagical attacks not made with silvered weapons.", :armor-notes
"breastplate, shield", :key :undying-soldier, :int 11, :speed "30 ft.", :name
"Undying Soldier", :alignment "neutral good", :cha 14, :hit-points {:die-count
4, :die 8, :modifier 8}, :type :undead, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 17, :skills {:athletics 5, :history
4, :perception 3, :religion 4}, :str 16, :challenge 2, :con 14, :dex 12, :wis
13, :props {:damage-vulnerability {:necrotic true}, :damage-resistance {:piercing
true, :bludgeoning true, :radiant true, :slashing true}, :condition-immunity
{:poisoned true}, :language {:common true, :elvish true}}, :traits [{:name
"Illumination", :description "The soldier magically sheds bright light in a 10-foot
radius and dim light for an additional 10 feet. The soldier can extinguish or
restore this light as a bonus action."} {:name "Turn Resistance", :description "The
soldier has advantage on saving throws against any effect that turns undead."}
{:type :action, :name "Multiattack", :description "The soldier makes two spear
attacks."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack, plus 9 (2d8) radiant damage if the target is a fiend or
undead."}]}, :tarkanan-assassin-sleep- {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-sleep-, :int
10, :speed "30 ft.", :name "Tarkanan Assassin (Sleep)", :alignment "any non-good
alignment", :cha 11, :hit-points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Dancing Lights (Cantrip/At
Will)", :description "The assassin creates up to four torch-sized lights within 120
feet. They appear as torches, lanterns, or glowing orbs that float in the air for
up to one minute. Each light sheds dim light in a 10-foot radius.\nAs a bonus
action, the assassin can move the lights up to 60 feet to another spot within
range, and within 20 feet of another light."} {:type :action, :name "Sleep
(1/Day)", :description "The assassin chooses a point within 90 feet of it.
Creatures within 20 feet of the point selected are effected in ascending order of
current hit points, up to 31 (7d8) total hit points. A creature's current hit
points must be equal to or less than the remaining total to be effected. Creatures
effected by this spell are unconscious until they take damage, or until another
creature takes an action to shake or slap it awake.\nUndead and creatures immune to
being charmed cannot be effected by this spell."}]}, :valenar-hound-bestow-luck-
{:senses "passive Perception 14", :armor-notes "natural armor", :key :valenar-
hound-bestow-luck-, :int 10, :speed "40 ft.", :name "Valenar Hound (Bestow
Luck)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name "Bestow
Luck (1/Day)",
:description "As a bonus action, the animal chooses one creature it can see within
30 feet of it. The next ability check, attack roll, or saving throw the target
makes in the next hour has advantage."}]}, :rak-tulkhesh {:senses "truesight 120
ft., passive Perception 24", :description "Rak Tulkhesh can speak all languages and
communicate through telepathy to a distance of 120 ft.", :legendary-actions
{:description "Rak Tulkhesh can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Rak Tulkhesh regains spent legendary actions at the
start of his turn."}, :armor-notes "natural armor; 25 versus ranged
attacks", :key :rak-tulkhesh, :int 21, :speed "40 ft., climb 40 ft., fly 80
ft.", :name "Rak Tulkhesh", :alignment "neutral evil", :cha 26, :hit-points {:die-
count 33, :die 12, :modifier 264}, :type :fiend, :size :large, :option-pack
"Eberron - Rising from the Last War", :armor-class 23, :skills {:athletics
17, :intimidation 16, :perception 14}, :str 29, :saving-throws {:str 17, :con
16, :wis 14, :cha 16}, :challenge 28, :con 27, :dex 19, :wis 22, :props {:damage-
resistance {:cold true, :fire true, :lightning true}, :damage-immunity {:poison
true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity
{:charmed true, :exhausted true, :frightened true, :paralyzed true, :poisoned true,
:stunned true}}, :traits [{:name "Deadly Critical", :description "Rak Tulkhesh
scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times,
instead of twice."} {:name "Innate Spellcasting", :description "Rak Tulkhesh's
spellcasting ability is Charisma (spell save DC 24). He can innately cast the
following spells, requiring no material components:\n\nAt will: detect thoughts,
dispel magic, spirit guardians.\n1/day each: banishing smite, blinding smite,
staggering smite."} {:name "Legendary Resistance (3/Day)", :description "If Rak
Tulkhesh fails a saving throw, he can choose to succeed instead."} {:name "Magic
Resitance", :description "Rak Tulkhesh has advantage on saving throws against
spells and other magical effects."} {:name "Whirlwind of Weapons", :description "A
magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of
each of his turns, any other creature in the aura takes 14 (4d6) force damage."}
{:type :action, :name "Multiattack", :description "Rak Tulkhesh makes four weapon
attacks."} {:type :action, :name "Spawned Melee Weapon", :description "Melee Weapon
Attack: +17 to hit, reach 10 ft., one target.\nHit: 28 (3d12 + 9) force damage."}
{:type :action, :name "Spawned Ranged Weapon", :description "Ranged Weapon Attack:
+12 to hit, range 150/600 ft., one target.\nHit: 17 (3d8 + 4) force damage."}
{:type :action, :name "Change Shape", :description "Rak Tulkhesh magically
polymorphs into a humanoid, beast, or giant that has a challenge rating no higher
than his own, or back into his true form. He reverts to his true form if he dies.
Any equipment he is wearing or carrying is absorbed or borne by the new form (Rak
Tulkhesh's choice).\n\nIn a new form, Rak Tulkhesh retains his alignment, hit
points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and
Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics
and capabilities are otherwise replaced by those of the new form, except any class
features or legendary actions of that form."} {:type :legendary-action, :name
"Attack", :description "Rak Tulkhesh makes one weapon attack."} {:type :legendary-
action, :name "End Magic (Costs 2 Actions)", :description "Rak Tulkhesh casts
Dispel Magic."} {:type :legendary-action, :name "Provoke Rage (Costs 3
Actions)", :description "Each creature within 60 feet of Rak Tulkhesh must succeed
on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack
against a random creature within reach. If no creatures are within reach, it makes
a ranged weapon attack against a random creature within range, throwing its weapon
if necessary. This attack is made with advantage and gains a +4 bonus to the damage
roll."}]}, :valenar-steed-fey-step- {:senses "passive Perception
14", :key :valenar-steed-fey-step-, :int 10, :speed "60 ft.", :name "Valenar Steed
(Fey Step)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Fey Step (1/Day)", :description "The animal, along with anything
it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can
see."}]}, :karrnathi-undead-soldier {:senses "darkvision 60 ft., passive Perception
13", :armor-notes "half plate", :key :karrnathi-undead-soldier, :int 12, :speed "30
ft.", :name "Karrnathi Undead Soldier", :alignment "lawful evil", :cha 5, :hit-
points {:die-count 7, :die 8, :modifier 21}, :type :undead, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 17, :skills {:athletics
5, :perception 3}, :str 16, :challenge 3, :con 16, :dex 14, :wis 13, :props
{:damage-resistance {:cold true, :poison true}, :condition-immunity {:charmed true,
:frightened true, :poisoned true}, :language {:common true}}, :traits [{:name "Pact
Tactics", :description "The soldier has advantage on an attack roll against a
creature if at least one of the soldiers' allies is within 5 feet of the creature
and the ally isn't incapacitated."} {:name "Undead Fortitude", :description "If
damage reduces the soldier to 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the soldier drops to 1 hit point instead."}
{:type :action, :name "Multiattack", :description "The soldier attacks three times
with one of its weapons."} {:type :action, :name "Longsword", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 7 (1d8 + 3) slashing
damage, or 8 (1d10 + 3) slashing damage if used with two hands."}
{:type :action, :name "Longbow", :description "Ranged Weapon Attack: +4 to hit,
range 150/600 ft., one target.\nHit: 6 (1d8 + 2) piercing damage."} {:type :action,
:name "Parry (Reaction)", :description "The soldier adds 3 to its AC against one
melee attack that would hit it. To do so, the soldier must see the attacker and be
wielding a melee weapon."}]}, :tarkanan-assassin-poison- {:senses "darkvision 60
ft., passive Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-poison-, :int
10, :speed "30 ft.", :name "Tarkanan Assassin (Poison)", :alignment "any non-good
alignment", :cha 11, :hit-points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Poison Spray (Cantrip/At
Will)", :description "A creature the assassin can see within 10 feet must make a DC
12 Constitution saving throw. On a failed save, the target takes 13 (2d12) poison
damage."} {:type :action, :name "Ray of Sickness (1/Day)", :description "Ranged
Spell Attack: +4 to hit, range 60 ft., one creature.\nHit: 13 (3d8) poison damage.
On a hit, the target must make a DC 12 Con saving throw. On a failed save, the
target is poisoned until the end of the assassin's next turn."}]}, :valenar-hound-
lie-detector- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-lie-detector-, :int 10, :speed "40 ft.", :name "Valenar
Hound (Lie Detector)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge
0.5, :con 14, :dex 15, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The hound can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
hound bonds with a different creature or until the bonded creature dies. While
bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance
of up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name "Lie
Detector", :description "The animal knows when a creature within 15 feet of it
tells a lie."}]}, :warforged-colossus {:senses "truesight 150 ft., passive
perception 10", :description "The colossus has resistance to bludgeoning, slashing,
and piercing damage from nonmagical attacks.", :armor-notes "natural
armor", :key :warforged-colossus, :int 3, :speed "60 ft.", :name "Warforged
Colossus", :alignment "unaligned", :cha 8, :hit-points {:die-count 20, :die
20, :modifier 200}, :type :construct, :size :gargantuan, :option-pack "Eberron -
Rising from the Last War", :armor-class 23, :str 30, :saving-throws {:int 4, :wis
8, :cha 7}, :challenge 25, :con 10, :dex 11, :wis 11, :props {:damage-immunity
{:necrotic true, :poison true, :bludgeoning true, :psychic false, :slashing
true, :piercing true}, :condition-immunity {:charmed true, :exhausted
true, :frightened true, :incapacitated true, :paralyzed true, :petrified
true, :poisoned true, :stunned true}, :language {:common true}}, :traits [{:name
"Immutable Form", :description "The colossus is immune to any spell or effect that
would alter its form."} {:name "Legendary Resistance (3/Day)", :description "If the
colossus fails a saving throw, it can choose to succeed instead."} {:name "Magic
Resistance", :description "The colossus has advantage on saving throws against
spells and other magical effects."} {:name "Siege Monster", :description "The
colossus deals double damage to objects and structures."} {:type :Other, :name
"Towering Terror", :description "Any enemy outside the colossus that starts its
turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be
frightened until the start of the enemy's next turn. If the enemy's saving throw is
successful, it is immune to this colossus's Towering Terror for the next 24
hours."} {:type :action, :name "Multiattack", :description "The colossus makes
three attacks — one with its slam and two with its eldritch turrets — and then uses
Stomp."} {:type :action, :name "Slam", :description "Melee Weapon Attack: +18 to
hit, reach 20 ft., one target.\nHit: 29 (3d12 + 10) bludgeoning damage, and the
colossus can push the target up to 20 feet away from it."} {:type :action, :name
"Eldritch Turret", :description "Ranged Spell Attack: +18 to hit, range 300 ft.,
one target.\nHit: 18 (4d8) force damage, and if the target is a creature, it is
knocked prone."} {:type :action, :name "Stomp", :description "The colossus stomps
one of its feet at a point on the ground within 20 feet of it. Any creature in a
20-foot-radius, 2-foot-high cylinder centered on this point must succeed on a DC 26
Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until
the colossus uses its Stomp again or moves, the creature is restrained. While
restrained in this way, the creature (or another creature within 5 feet of it) can
use its action to make a DC 26 Strength check. On a success, the creature relocates
to an unoccupied space of its choice within 5 feet of the colossus and is no longer
restrained.\n\nStructures, as well as nonmagical objects that are neither being
worn nor carried, take the same amount of damage if they are in the cylinder (no
save)."} {:type :action, :name "Incinerating Beam (Recharge 5-6)", :description
"The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each
creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10)
radiant damage on a failed save, or half as much on a successful one. A creature
reduced to 0 hit points by this beam is disintegrated, leaving behind anything it
was wearing or carrying."}]}, :valenar-hawk-fey-ancestry- {:senses "passive
Perception 15", :key :valenar-hawk-fey-ancestry-, :int 9, :speed "10 ft., fly 60
ft.", :name "Valenar Hawk (Fey Ancestry)", :alignment "neutral", :cha 11, :hit-
points {:die-count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron -
Rising from the Last War", :armor-class 14, :skills {:perception 5}, :str
8, :challenge 0.125, :con 10, :dex 18, :wis 16, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hawk can magically bond with one creature it can see, immediately after spending at
least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hawk bonds with a different creature or until the bonded creature dies.
While bonded, the hawk and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Sight", :description
"The hawk has advantage on Wisdom (Perception) checks that rely on sight."}
{:type :action, :name "Talons", :description "Melee Weapon Attack: +6 to hit, reach
5 ft., one target.\nHit: 6 (1d4 + 4) slashing damage."} {:name "Fey
Ancestry", :description "The animal has advantage on saving throws against being
charmed or frightened, and magic can't put it to sleep."}]}, :zakya-rakshasa
{:senses "darkvision 60 ft., passive Perception 14", :description "The rakshasa is
vulnerable to piercing from magical weapons wielded by good creatures.\nThe
rakshasa is resistant to bludgeoning, piercing, and slashing damage from nonmagical
attacks.", :armor-notes "scale mail, shield", :key :zakya-rakshasa, :int 12, :speed
"30 ft.", :name "Zakya Rakshasa", :alignment "lawful evil", :cha 11, :hit-points
{:die-count 7, :die 8, :modifier 28}, :type :fiend, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 18, :skills {:athletics
7, :perception 4}, :str 18, :challenge 5, :con 18, :dex 14, :wis 13, :props
{:damage-vulnerability {:piercing true}, :damage-immunity {:bludgeoning
true, :piercing true, :slashing true}, :language {:common true, :infernal
true}}, :traits [{:name "Innate Spellcasting", :description "The rakshasa's innate
spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast
the following spells, requiring no material components.\n\nAt will: detect
thoughts, disguise self\n1/day: shield"} {:name "Limited Magic
Immunity", :description "The rakshasa can't be affected or detected by spells of
1st level or lower unless it wishes to be. It has advantage on saving throws
against all other spells and magical effects."} {:name "Magic
Weapons", :description "The rakshasa's weapon attacks are magical."} {:name
"Martial Prowess (1/Turn)", :description "When the rakshasa hits a creature with a
melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon's
type, and the creature must make a DC 15 Strength saving throw. On a failure, the
rakshasa can push the creature up to 10 feet away from it, knock the creature
prone, or make the creature drop one item it is holding of the rakshasa's choice."}
{:type :action, :name "Multiattack", :description "The rakshasa makes three melee
weapon attacks. Alternatively, it can make two ranged attacks with its javelins."}
{:type :action, :name "Longsword", :description "Melee Weapon Attack: +7 to hit,
reach 5 ft., one target.\nHit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands."} {:type :action, :name
"Javelin", :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 30/120 ft., one target.\nHit: 7 (1d6 + 4) piercing damage."}]}, :belashyrra
{:senses "truesight 120 ft., passive perception 23", :description "Belashyrra can
use telepathy as a language to a range of 120 feet.", :legendary-actions
{:description "Belashyrra can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Belashyrra regains spent legendary actions at the start
of its turn."}, :armor-notes "natural", :key :belashyrra, :int 25, :speed "40 ft.,
fly 40 ft. (hover)", :name "Belashyrra", :alignment "chaotic evil", :cha 23, :hit-
points {:die-count 32, :die 8, :modifier
160}, :type :aberration, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 19, :skills {:arcana 14, :perception 13}, :str 24, :saving-
throws {:int 14, :wis 13, :cha 13}, :challenge 22, :con 20, :dex 21, :wis
22, :props {:damage-resistance {:psychic true, :poison true}, :condition-immunity
{:blinded true, :charmed true, :exhausted true, :frightened true, :poisoned
true, :prone true}, :language {:deep-speech true}}, :traits [{:name "Alien
Mind", :description "If a creature tries to read Belashyrra's thoughts or deals
psychic damage to it, that creature must succeed on a DC 22 Int saving throw or be
stunned for 1 minute. The stunned creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success."} {:name "Eye
Thief", :description "Belashyrra can see through the eyes of all creatures within
120 feet of it. It can use its Eye Ray through any creature within 120 feet of it,
as though it were in that creature's space."} {:name "Legendary Resistance
(3/Day)", :description "If Belashyrra fails a saving throw, it can choose to
succeed instead."} {:name "Magic Resistance", :description "Belashyrra has
advantage on saving throws against spells and other magical effects."} {:name
"Regeneration", :description "Belashyrra regains 20 hit points at the start of its
turn. If it takes radiant damage, this trait doesn't function at the start of its
next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't
regenerate."} {:type
:Other, :name "Teleport", :description "As a bonus action, Belashyrra can teleport
up to 20 feet to an unoccupied space it can see."} {:type :action, :name
"Multiattack", :description "Belashyrra makes two attacks with its claws and uses
its Eye Ray once."} {:type :action, :name "Claw", :description "Melee Weapon
Attack: +14 to hit, reac 5 ft., one target.\nHit: 17 (3d6 + 7) slashing damage."}
{:type :action, :name "Eye Ray", :description "Belashyrra shoots one of the
following magical eye rays of its choice, targeting one creature it can see within
120 feet of it:\n\nPsyche-Reconstruction Ray. The garget must make a DC 22 Wis
saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much on
a successful one. If this damage reduces a creature to 0 HP, it dies and transforms
into a spectator under Belashyrra's control and acts immediately after Belashyrra
in the initiative order. The target can't be returned to its original form by any
means short of a Wish spell.\n\nDomination Ray. The target must succeed on a DC 22
Wis saving throw or be charmed by Belashyrra for 1 minute or until the target takes
damage. Belashyrra can issue telepathic commands to the charmed creature (no action
required) which it does its best to obey.\n\nMind-Weakening Ray. The target must
succeed on a DC 22 Int saving throw or take 36 (8d8) psychic damage and be unable
to cast spells or activate magic items for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success.\n\nBlinding Ray. The target and each creature within 10 feet of it must
succeed on a DC 22 Con saving throw or take 19 (3d12) radiant damage and be blinded
for 1 minute. Until this blindness ends, Belashyrra can see through the blinded
creature's eyes. The blinded creature can repeat the saving throw on the end of
each of its turns, ending the effect on itself on a success."} {:type :legendary-
action, :name "Claw", :description "Belashyrra makes one claw attack."}
{:type :legendary-action, :name "Implant Fear (Costs 2 Actions)", :description
"Belashyrra targets a creature it can see within 60 of it. The target must succeed
on a DC 22 Wis saving throw or take 22 (4d10) psychic damage and immediately use
its reaction, if available, to move as far as its speed allows away from
Belashyrra."} {:type :legendary-action, :name "Rend Reality (Costs 3
Actions)", :description "Belashyrra rips at the bonds of reality in its immediate
area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Con saving
throw or take 19 (3d12) force damage and gain one level of
exhaustion."}]}, :valenar-hawk-quickness- {:senses "passive Perception
15", :key :valenar-hawk-quickness-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Quickness)", :alignment "neutral", :cha 11, :hit-points {:die-count
4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Quickness (Recharge 6)", :description
"The animal can take the Dodge action as a bonus action."}]}, :iron-defender
{:senses "darkvision 60 ft., passive perception 13", :armor-notes "natural
armor", :key :iron-defender, :int 8, :speed "40 ft.", :name "Iron
Defender", :alignment "neutral", :cha 7, :hit-points {:die-count 4, :die
8, :modifier 12}, :type :construct, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 17, :skills {:perception 3, :stealth 4}, :str
16, :challenge 1, :con 16, :dex 14, :wis 11, :props {:damage-immunity {:poison
true}, :condition-immunity {:exhausted true, :poisoned true}, :language {:common
true}}, :traits [{:name "Keen Senses", :description "The defender has advantage on
Wisdom (Perception) checks."} {:name "Telepathic Bond", :description "While the
defender is on the same plane of existence as its master, it can magically convey
whit it senses to its master, and the two can communicate telepathically."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing
damage and be grappled (escape DC 13). The defender can have only one creature
grappled in this way at a time."}]}, :magewright-lamplighter- {:senses "passive
Perception 12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-lamplighter-, :int 14, :speed "30 ft.", :name
"Magewright (Lamplighter)", :alignment "any alignment", :cha 12, :hit-points {:die-
count 2, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex
13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
light\nRituals: knock, continual flame (1 hr.)"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."} {:name "Tool
Proficiencies", :description "The magewright is proficient with tinker's
tools."}]}, :magewright-oracle- {:senses "passive Perception 12", :description "The
magewright is proficient in two languages of its choice.", :key :magewright-
oracle-, :int 14, :speed "30 ft.", :name "Magewright (Oracle)", :alignment "any
alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4, :history 4, :religion 4}, :str 11, :con
10, :dex 13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
guidance\nRituals: knock, augury, divination (1 hr.)"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."}]}, :sul-khatesh
{:senses "truesight 120 ft., passive Perception 16", :description "Sul Khatesh's
INT saving throw is +18.\nSul Khatesh is immune to bludgeoning, piercing, and
slashing damage from nonmagical attacks.\nSul Khatesh can speak all languages and
communicate through telepathy to a range of 150 ft.", :legendary-actions
{:description "Sul Khatesh can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Sul Khatesh regains spent legendary actions at the
start of her turn."}, :armor-notes "natural armor", :key :sul-khatesh, :int
30, :speed "40 ft., fly 40 ft. (hover)", :name "Sul Khatesh", :alignment "lawful
evil", :cha 25, :hit-points {:die-count 5, :die 100, :modifier
200}, :type :fiend, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 22, :skills {:arcana 18, :history 18, :insight 14, :religion
18}, :str 18, :saving-throws {:con 12, :int 17, :wis 14, :cha 15}, :challenge
28, :con 19, :dex 21, :wis 22, :props {:damage-resistance {:cold true, :fire
true, :lightning true}, :damage-immunity {:poison true, :bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:charmed
true, :exhausted true, :frightened true, :paralyzed true, :poisoned
true, :petrified true}}, :traits [{:name "Innate Spellcasting", :description "Sul
Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with
spell attacks). She can innately cast the following spells, requiring no material
components:\n\nAt will: counterspell, detect magic, detect thoughts, dispel magic,
eyebite, fireball, lighting bolt, shield.\n3/day each: chain lighting, create
undead, dream, hold monster, mass suggestion, scrying.\n1/day each: foresight,
gate, power word kill, teleport."} {:name "Legendary Resistance
(3/Day)", :description "If Sul Khatesh fails a saving throw, she can choose to
succeed instead."} {:name "Magic Resistance", :description "Sul Khatesh has
advantage on saving throws against spells and other magical effects."} {:name
"Master of Magic", :description "Sul Khatesh has advantage on Constitution saving
throws to maintain concentration."} {:type :action, :name
"Multiattack", :description "Sul Khatesh makes four attacks with Arcane Blast."}
{:type :action, :name "Arcane Blast", :description "Ranged Spell Attac: +18 to hit,
range 120 ft., one target.\nHit:
15 (1d10 + 10) force damage."} {:type :action, :name "Magic Staff", :description
"Melee Weapon Attack: +12 to hit, reach 5 ft., one target.\nHit: 36 (5d12 + 4)
force damage."} {:type :action, :name "Arcane Cataclysm (Recharged after a Long
Rest)", :description "Sul Khatesh conjures orbs of magical energy that plummet to
the ground at three different points she can see within 1 mile of her. Each
creature in a 40-foot-radius sphere centered on each point must make a DC 26
Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as
much damage on a successful one. A creature in the area of more than one arcane
burst is affected only once. The area of each arcane burst then acts as an
antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by
these fields."} {:type :action, :name "Change Shape", :description "Sul Khatesh
magically polymorphs into a humanoid, beast, or giant that has a challenge rating
no higher than her own, or back into her true form. She reverts to her true form if
she dies. Any equipment she is wearing or carrying is absorbed or borne by the new
form (Sul Khatesh's choice).\n\nIn a new form, Sul Khatesh retains her alignment,
hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and
Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics
and capabilities are otherwise replaced by those of the new form, except any class
features or legendary actions of that form."} {:type :legendary-action, :name
"Attack", :description "Sul Khatesh makes two attacks with her Arcane Blast or one
attack with her magic staff."} {:type :legendary-action, :name "Consume Magic
(Costs 2 Actions)", :description "Sul Khatesh targets a creature within 120 feet of
her who is concentrating on a spell. The target must succeed on a DC 26
Constitution saving throw or its concentration is broken on the spell, and Sul
Khatesh gains 5 temporary hit points per level of that spell."} {:type :legendary-
action, :name "Maddening Secrets (Costs 3 Actions)", :description "Sul Khatesh
whispers an arcane secret into the mind of a creature she can see within 60 feet of
her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its
spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature
within 30 feet of it. A creature that fails the saving throw but can't expend a
spell slot is instead stunned until the end of its next turn."}]}, :radiant-idol
{:senses "darkvision 120 ft., passive Perception 19", :description "The radiant
idol speaks all languages, and can communicate through telepathy to a range of 120
ft.", :armor-notes "natural armor", :key :radiant-idol, :int 17, :speed "40
ft.", :name "Radiant Idol", :alignment "lawful evil", :cha 21, :hit-points {:die-
count 15, :die 10, :modifier 60}, :type :celestial, :size :large, :option-pack
"Eberron - Rising from the Last War", :armor-class 18, :skills {:deception
9, :insight 9, :perception 9, :persuasion 9}, :str 23, :saving-throws {:wis 9, :cha
9}, :challenge 11, :con 19, :dex 18, :wis 20, :props {:damage-resistance {:radiant
true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity
{:charmed true, :exhausted true, :frightened true}, :language {:aarakocra
false, :gith false, :modron false, :undercommon false, :orc false, :gnoll
false}}, :traits [{:name "Aura of False Divinity", :description "A creature that
starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving
throw, provided the radiant idol isn't incapacitated. On a failed save, the
creature is charmed by the radiant idol. A creature charmed in this way can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success. Once it succeeds on the saving throw, a creature is immune to this radiant
idols' Aura of False Divinity for 24 hours."} {:name "Innate
Spellcasting", :description "The radiant idol's spellcasting ability is Charisma
(spell save DC 17). The radiant idol can innately cast the following spells,
requiring no material components.\n\nAt will: charm person, cure wounds, disguise
self, thaumaturgy\n1/day each: commune, dominate person, insect plague, mass
suggestion, raise dead"} {:name "Magical Resistance", :description "The radiant
idol has advantage on saving throws against spells and other magical effects."}
{:type :action, :name "Multiattack", :description "The radiant idol makes two melee
attacks."} {:type :action, :name "Flail", :description "Melee Weapon Attack: +10 to
hit, reach 5 ft., one target.\nHit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8)
radiant damage."} {:type :action, :name "Radiant Strike (1/Day)", :description "The
radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-
foot-radius, 40-foot-high cylinder of bright light appears there until the start of
the radiant idol's next turn. Each creature in the cylinder when it appears or that
ends its turn there must make a DC 11 Constitution saving throw, taking 36 (8d8)
radiant damage on a failed save, or half as much on a successful one."}]}, :steel-
defender {:senses "darkvision 60 ft., passive Perception 14", :description "Hits
points: equal the steel defender's Constitution modifier + its creators
Intelligence modifier + five times its creators Artificer level\n\nLanguages:
understands the languages its creator speaks", :armor-notes "natural
armor", :key :steel-defender, :int 4, :speed "40 ft.", :name "Steel
Defender", :alignment "neutral", :cha 6, :hit-points {:modifier 1, :die-count
1, :die 4}, :type :construct, :size :medium, :option-pack "Eberron - Rising from
the Last War", :armor-class 15, :skills {:perception 4, :athletics 4}, :str
14, :saving-throws {:dex 3, :con 4}, :con 14, :dex 12, :wis 10, :props {:damage-
immunity {:poison true}, :condition-immunity {:charmed true, :exhausted
true, :poisoned true}}, :traits [{:description "The following numbers increase by 1
when its creators proficiency bonus increases by 1 : the defender's skill and
saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and
the number of hit points restored by its Repair action (below).", :name "Might of
the Master"} {:description "The defender can't be surprised.", :name "Vigilant"}
{:type :action, :name "Force-Empowered Rend (Requires its creators Bonus
Action)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target you
can see.\nHit: 1d8 + 2 force damage."} {:type :action, :description "The magical
mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one
construct or object within 5 feet of it.", :name "Repair (3/Day, requires Your
Bonus Action)"} {:type :Other, :description "The defender imposes disadvantage on
the attack roll of one creature it can see that is within 5 feet of it, provided
the attack roll is against a creature other than the defender.", :name "Deflect
Attack (Reaction)"}]}, :dolgrim {:senses "darkvision 60 ft., passive Perception
10", :armor-notes "natural armor, shield", :key :dolgrim, :int 8, :speed "30
ft.", :name "Dolgrim", :alignment "chaotic evil", :cha 8, :hit-points {:die-count
3, :die 6, :modifier 3}, :type :aberration, :size :small, :option-pack "Eberron -
Rising from the Last War", :armor-class 15, :str 15, :challenge 0.5, :con 12, :dex
14, :wis 10, :props {:language {:deep-speech true, :goblin true}}, :traits [{:name
"Dual Consciousness", :description "The dolgrim has advantage on saving throws
against being blinded, charmed, deafened, frightened, stunned, and knocked
unconscious. "} {:type :action, :name "Multiattack", :description "The dolgrim
makes three attacks."} {:type :action, :name "Morningstar", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 6 (1d8 + 2) piercing
damage."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 5 (1d6 + 2)
piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack."} {:type :action, :name "Hand Crossbow", :description "Ranged Weapon
Attack: +4 to hit, range 30/120 ft., one target.\nHit: (1d6 + 2) piercing
damage."}]}, :valenar-hawk-bestow-luck- {:senses "passive Perception
15", :key :valenar-hawk-bestow-luck-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Bestow Luck)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Bestow Luck (1/Day)", :description "As
a bonus action, the animal chooses one creature it can see within 30 feet of it.
The next ability check, attack roll, or saving throw the target makes in the next
hour has advantage."}]}, :tarkanan-assassin {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin, :int
10, :speed "30 ft.", :name "Tarkanan Assassin", :alignment "any non-good
alignment", :cha 11, :hit-points
{:die-count 7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 15, :skills {:athletics
3, :deception 2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str
12, :challenge 2, :con 14, :dex 16, :wis 14, :props {:language {:common
true}}, :traits [{:name "Innate Spellcasting", :description "The assassin's spell
casting ability is Constitution (+4 to hit with spell attacks). It can innately
cast the spells detailed in \"Actions,\" requiring no material components."} {:name
"Unstable Mark", :description "When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12 Constitution saving
throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a
successful one."} {:type :action, :name "Multiattack.", :description "The assassin
makes two shortsword attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) poison damage."} {:type :action, :name "Fire Bolt
(Cantrip/At Will)", :description "Ranged Spell Attack: +4 to hit, range 120 ft.,
one target.\nHit: 11 (2d10) fire damage. A flammable object hit by this spell
ignites if it isn't being worn or carried."} {:type :action, :name "Chromatic Orb
(1/Day)", :description "Ranged Spell Attack: +4 to hit, range 90 ft., one
creature.\nHit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire,
lightning, poison, or thunder."}]}, :valenar-steed-camouflage- {:senses "passive
Perception 14", :key :valenar-steed-camouflage-, :int 10, :speed "60 ft.", :name
"Valenar Steed (Camouflage)", :alignment "neutral", :cha 11, :hit-points {:die-
count 3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron -
Rising from the Last War", :armor-class 13, :skills {:perception 4}, :str
14, :challenge 0.5, :con 14, :dex 16, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
steed can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the steed bonds with a different creature or until the bonded creature dies.
While bonded, the steed and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:type :action, :name
"Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Camouflage", :description "The
animal has advantage on Dexterity (Stealth) checks it makes while
outdoors."}]}, :dyrrn {:senses "truesight 120 ft., passive perception
23", :description "Dyrrn can communicate through telepathy up to a range of 120
ft.", :legendary-actions {:description "Dyrrn can take 3 legendary actions,
choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. Dyrrn regains spent legendary
actions at the start of its turn."}, :armor-notes "natural
armor", :key :dyrrn, :int 26, :speed "40 ft., fly 40 ft. (hover)", :name
"Dyrrn", :alignment "chaotic evil", :cha 24, :hit-points {:die-count 31, :die
8, :modifier 186}, :type :aberration, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 21, :skills {:arcana 15, :history 15, :insight 13,
:perception 13}, :str 26, :saving-throws {:str nil, :int 15, :wis 13, :cha
14}, :challenge 24, :con 22, :dex 21, :wis 23, :props {:damage-resistance {:poison
true, :psychic true}, :condition-immunity {:blinded true, :charmed true, :exhausted
true, :frightened true, :poisoned true, :prone true}, :language {:deep-speech
true}}, :traits [{:name "Alien Mind", :description "If a cretaure tries to read
Dyrrn's thoughts or deal psychic damage to it, that creature must succeed on a DC
23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success."} {:name "Legendary Resistance (3/Day)", :description "If
Dyrrn fails a saving throw, it can choose to succeed instead."} {:name "Magic
Resistance", :description "Dyrrn has advantage on saving throws against spells and
other magical effects."} {:name "Regeneration", :description "Dyrrn regains 20 hit
points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't
function at the start of its next turn. Dyrrn dies only if it starts its turn with
0 hit points and doesn't regenerate."} {:name "Teleport", :description "As a bonus
action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see."}
{:type :action, :name "Multiattack", :description "Dyrrn makes one Tentacle Whip
attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack
with Extract Brain if it has a creature grappled."} {:type :action, :name "Tentacle
Whip", :description "Melee Weapon Attack: +15 to hit, reac 10 ft., one target. Hit:
24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is
grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn,
and must succeed on a DC 23 Intelligence saving throw or be stunned until this
grapple ends. Dyrrn can't use the same tentacle whip on another target until this
grapple ends. Dyrrn has two tentacle whips."} {:type :action, :name
"Corruption", :description "Dyrrn targets one creature it can see within 60 feet of
it. The target must succeed a DC 23 Constitution saving throw or take 22 (4d6 + 8)
necrotic damage and become corrupted for 1 minute.\n\nA corrupted creature's flesh
twists in alien ways. The creature has disadvantage on attack rolls, its speed is
reduced by half, and if it tires to cast a spell, it must first succeed on a DC 15
Intelligence check or the spell fails and is wasted. The corrupted creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success."} {:type :action, :name "Extract Brain", :description "Melee
Weapon Attack: +15 into hit, reach 5 ft., one incapacitated creature grappled by
Dyrrn.\nHit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit
points, Dyrrn kills the target by extracting and devouring its brain."}
{:type :legendary-action, :name "Tentacle Whip", :description "Dyrrn makes one
attack with its Tentacle Whip."} {:type :legendary-action, :name "Spawn Aberration
(Costs 2 Actions)", :description "Dyrrn regurgitates an Intellect Devourer in an
unoccupied space within 5 feet of it. The Intellect Devourer is under Dyrrn's
control and acts immediately after Dyrrn in the initiative order."}
{:type :legendary-action, :name "Mind Blast (Costs 3 Actions)", :description "Dyrrn
magically emits psychic energy in a 60-foot cone. Each creature in that area must
succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage
and be stunned for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success."}]}, :undying-
councilor {:senses "darkvision 120 ft., passive perception 19", :legendary-actions
{:description "The councilor can take 2 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time and only at
the end of another creature's turn. The councilor regains spent legendary actions
at the start of her turn."}, :armor-notes "natural armor", :key :undying-councilor,
:int 17, :speed "30 ft.", :name "Undying Councilor", :alignment "neutral
good", :cha 16, :hit-points {:die-count 16, :die 8, :modifier
32}, :type :undead, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 17, :skills {:arcana 7, :history 11, :insight 9, :perception
9, :religion 7}, :str 16, :saving-throws {:con 6, :int 7, :wis 9}, :challenge
10, :con 14, :dex 10, :wis 21, :props {:damage-vulnerability {:necrotic
true}, :damage-immunity {:radiant true, :poison true}, :condition-immunity
{:charmed true, :exhausted true, :frightened true, :paralyzed true, :poisoned
true}, :language {:common true, :elvish true}}, :traits [{:name "Aura of Radiance",
:description "The councilor magically sheds bright light in a 15-foot radius and
dim light for an additional 15 feet. The councilor can extinguish or restore this
light as a bonus action. If the bright light overlaps with an area of darkness
created by a spell of 3rd level or lower, the spell that created that darkness is
dispelled."} {:name "Magic Resistance", :description "The councilor has advantage
on saving throws against spells and other magical effects."} {:name "Spellcasting",
:description "The councilor is a 13th-level spellcaster. Its spellcasting ability
is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following
cleric spells prepared:\n\nCantrips (at will): guidance, mending, sacred flame,
spare the dying, thaumaturgy\n1st level (4 slots): bless, command, create or
destroy water\n2nd level (3 slots): augury, calm emotions, hold person\n3rd level
(3 slots): daylight, dispel magic, spirit guardians\n4th level (3 slots):
banishment, divination, guardian of faith\n5th level (2 slots): dispel evil and
good, flame strike (see \"Actions), scrying\n6th level (1 slot): forbiddance,
planar ally\n7th level (1 slot): plane shift"} {:type :action, :name
"Mulitiattack", :description "The councilor makes two Radiant Touch attacks."}
{:type :action, :name "Radiant Touch", :description "Melee Spell Attack: +9 to hit,
reach 5 ft., one target.\nHit: 15 (3d6 + 5) radiant damage."} {:type :action, :name
"Healing Touch (3/Day)", :description "The councilor touches another creature. The
target magically regains 18 (3d8 + 5) hit points and is freed from one curse
afflicting it (councilor's choice)."} {:type :action, :name "Flame
Strike (5th-Level Spell; Requires a Spell Slot)", :description "The councilor
chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius,
40-foot-high cylinder centered on that point must make a DC 17 saving throw. A
creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save,
or half as much damage on a successful one. If the councilor casts this spell using
a spell slot of 6th level or higher, the fire damage or the radiant damage (its
choice) increases by 1d6 for each slot level above the 5th."} {:type :legendary-
action, :name "Touch", :description "The councilor makes one attack with its
Radiant Touch"} {:type :legendary-action, :name "Shimmering Aura (Costs 2
Actions)", :description "The councilor channels positive energy into its Aura of
Radiance. Until the end of the councilor's next turn, it sheds bright light in a
30-foot-radius and dim light for an additional 30 feet. Any creature that starts
its turn in the bright light must succeed on a DC 17 Constitution saving throw or
be blinded until the end of the councilor's next turn."}]}, :tarkanan-assassin-
illusion- {:senses "darkvision 60 ft., passive Perception 14", :description "The
assassin knows thieves' cant as a language.", :armor-notes "studded
leather", :key :tarkanan-assassin-illusion-, :int 10, :speed "30 ft.", :name
"Tarkanan Assassin (Illusion)", :alignment "any non-good alignment", :cha 11, :hit-
points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Minor Illusion (Cantrip/At
Will)", :description "The assassin creates a sound or image of an object within 30
feet of it that lasts for one minute. Images of objects must fit within a 5-ft cube
and are not solid. A creature can determine the illusion is fake with a DC 12
Investigation check."} {:type :action, :name "Thunderwave (1/Day)", :description
"Each creature in a 15 ft. cube from the assassin must make a DC 12 Con saving
throw. On a failed save, they take 9 (2d8) thunder damage and are pushed 10 feet
from the assassin. On a successful save, they take half as much damage and are not
pushed.\nThe spell pushes objects completely within the 15 foot cube 10 feet away,
and emits a thunderous boom that can be heard from 300 feet away."}]}, :valenar-
hound-shrouded-step- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-shrouded-step-, :int 10, :speed "40 ft.", :name
"Valenar Hound (Shrouded Step)", :alignment "neutral", :cha 11, :hit-points {:die-
count 3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 14, :skills {:perception 4}, :str
17, :challenge 0.5, :con 14, :dex 15, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hound can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hound bonds with a different creature or until the bonded creature dies.
While bonded, the hound and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Shrouded Step", :description "The animal can't
be tracked except by magical means, and it leaves behind no tracks or other traces
of its passage."}]}, :hashalaq-quori {:senses "darkvision 60 ft., passive
Perception 13", :armor-notes "natural armor", :key :hashalaq-quori, :int 18, :speed
"40 ft.", :name "Hashalaq Quori", :alignment "lawful evil", :cha 18, :hit-points
{:die-count 18, :die 8, :modifier 18}, :type :aberration, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 17, :skills {:arcana
12, :history 12, :insight 11, :persuasion 8}, :str 12, :saving-throws {:wis 7, :cha
8}, :challenge 9, :con 13, :dex 14, :wis 16, :props {:damage-resistance {:psychic
true}, :condition-immunity {:charmed true, :frightened true}, :language {:common
true, :quori true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description
"The quori's spellcasting ability is Intelligence (spell save DC 16). It can
innately cast the following spells, requiring no components:\n\nAt will: charm
person\n3/day each: detect thoughts, disguise self, suggestion\n1/day: dominate
person, dream"} {:type :action, :name "Multiattack", :description "The quori uses
its Mind Thrust twice."} {:type :action, :name "Idyllic Touch", :description "Melee
Spell Attack: +8 to hit, reach 5 ft., one target.\nHit: 9 (1d10 + 4) force damage.
If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall
prone in a fit of laughter."} {:type :action, :name "Mind Thrust", :description
"The quori targets a creature it can see within 60 feet of it. The target must make
a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or
half as much damage on a successful one."} {:type :action, :name "Possession
(Recharge 6)", :description "One humanoid the quori can see within 5 feet of it
must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the
quori then disappears, and the target is incapacitated and loses control of its
body. The quori now controls the body but doesn't deprive the target of awareness.
The quori can't be targeted by any attack, spell, or other effect. And it retains
its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and
frighted. It otherwise uses the target's statistics, but doesn't gain access to the
target's knowledge, class features, or proficiencies.\n\nThe possession lasts until
the body drops to 0 hit points, the quori ends it as a bonus action, or the quori
is forced out by an effect like the Dispel Evil and Good spell. When the possession
ends, the quori reappears in an unoccupied space within 5 feet of the body. The
target is immune to this quori's Possession for 24 hours after succeeding on the
saving throw or after the possession ends."} {:name "Empathic Feedback (Reaction)",
:type :action, :description "When the quori takes damage from a creature it can see
within 60 feet of it, the quori can force that creature to succeed on a DC 16
Intelligence saving throw or take 11 (2d10) psychic damage."}]}, :magewright-
medium- {:senses "passive Perception 12", :description "The magewright is
proficient in two languages of its choice.", :key :magewright-medium-, :int
14, :speed "30 ft.", :name "Magewright (Medium)", :alignment "any alignment", :cha
12, :hit-points {:die-count 2, :die 8}, :type :humanoid, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 11, :skills {:arcana
4, :deception 3, :religion 4}, :str 11, :con 10, :dex 13, :wis 14, :props
{:language {:common true}}, :traits [{:name "Spellcasting", :description "The
magewright's spell casting ability is Intelligence (spell save DC 12). To cast one
of its rituals, the magewright must provide additional material components whose
value in gold pieces is 20 times the spell's level. These components are consumed
when the ritual is finished. The magewright knows the following spells:\n\nAt will:
mage hand, prestidigitation, minor illusion\nRituals: knock, speak with dead"}
{:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."}]}, :valenar-steed-quickness- {:senses "passive Perception
14", :key :valenar-steed-quickness-, :int 10, :speed "60 ft.", :name "Valenar Steed
(Quickness)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Quickness (Recharge 6)", :description "The animal can take the
Dodge action as a bonus action."}]},
:warforged-soldier {:senses "passive Perception 14", :armor-notes "natural armor,
shield", :key :warforged-soldier, :int 10, :speed "30 ft.", :name "Warforged
Soldier", :alignment "any alignment", :cha 11, :hit-points {:die-count 4, :die
8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 16, :skills {:athletics 5, :perception
4, :survival 4}, :str 16, :challenge 1, :con 16, :dex 12, :wis 14, :props {:damage-
resistance {:poison true}, :language {:common true}}, :traits [{:name "Warforged
Resilience", :description "The war forged has advantage on saving throws against
being poisoned and is immune to disease. Magic can't put it to sleep."}
{:type :action, :name "Multiattack", :description "The warforged makes two arm
blade attacks."} {:type :action, :name "Armblade", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) slashing damage."}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 30/120 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage."} {:name "Protection (Reaction)", :description "When an attacker the
warforged can see makes an attack roll against a creature within 5 feet of the
warforged, the warforged can impose disadvantage on the attack
roll."}]}, :expeditious-messenger {:senses "darkvision 60 ft., passive Perception
11", :key :expeditious-messenger, :int 8, :speed "25 ft., fly 60 ft.", :name
"Expeditious Messenger", :alignment "neutral", :cha 7, :hit-points {:die-count
2, :die 4, :modifier 2}, :type :construct, :size :tiny, :option-pack "Eberron -
Rising from the Last War", :armor-class 13, :skills {:acrobatics 5, :stealth
5}, :str 6, :challenge 0.125, :con 13, :dex 16, :wis 12, :props {:damage-immunity
{:poison true}, :condition-immunity {:exhausted true, :poisoned true}, :language
{:common true}}, :traits [{:name "Flyby", :description "The messenger doesn't
provoke opportunity attacks when it flies out of an enemy's reach."} {:name
"Telepathic Bond", :description "While the messenger is on the same plane of
existence as its master, it can magically convey what it senses to its master, and
the two can communicate telepathically."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 5 (1d4 + 3) piercing damage."}]}, :magewright-locksmith- {:senses "passive
Perception 12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-locksmith-, :int 14, :speed "30 ft.", :name "Magewright
(Locksmith)", :alignment "any alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex 13, :wis
14, :props {:language {:common true}}, :traits [{:name "Spellcasting", :description
"The magewright's spell casting ability is Intelligence (spell save DC 12). To cast
one of its rituals, the magewright must provide additional material components
whose value in gold pieces is 20 times the spell's level. These components are
consumed when the ritual is finished. The magewright knows the following spells:\n\
nAt will: mage hand, prestidigitation, mending\nRituals: knock, arcane lock (1
hr.)"} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack:
+3 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."} {:name "Tool Proficiencies", :description "The magewright is proficient
with thieves' tools and tinker's tools."}]}, :inspired {:senses "passive perception
10", :armor-notes "15 with Mage Armor", :key :inspired, :int 16, :speed "30
ft.", :name "Inspired", :alignment "lawful evil", :cha 16, :hit-points {:die-count
9, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 12, :skills {:deception 7, :insight 2, :persuasion 7}, :str
11, :saving-throws {:int 5, :wis 2}, :challenge 2, :con 10, :dex 14, :wis
10, :props {:damage-resistance {:psychic true}, :condition-immunity {:charmed true,
:frightened true}, :language {:common true, :quori true}}, :traits [{:name "Dual
Mind", :description "The Inspired has advantage on Wisdom saving throws."} {:name
"Innate Spellcasting (Psionics)", :description "The Inspired's spellcasting ability
is Intelligence (spell save DC 13). It can innately cast the following spells,
requiring no material components:\n\nAt will: mage hand, vicious mockery.\n1/day
each: charm person, dissonant whispers, hex, hold person, mage armor."}
{:type :action, :name "Multiattack", :description "The Inspired makes two crysteel
dagger attacks. It can replace one attack with Vicious Mockery."}
{:type :action, :name "Crysteel Dagger", :description "Melee Wepaon Attack: +4 to
hit, reach 5 ft., one target.\nHit: 4 (1d4 + 2) piercing damage plus 10 (3d6) force
damage."} {:type :action, :name "Vicious Mockery (Cantrip)", :description "The
Inspired unleashes a string of insults laced with subtle enchantments at one
creature it can see within 60 feet of it. If the target can hear the Inspired, the
target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage
and have disadvantage on the next attack roll it makes before the end of its next
turn."}]}, :valenar-hawk {:senses "passive Perception 15", :key :valenar-hawk, :int
9, :speed "10 ft., fly 60 ft.", :name "Valenar Hawk", :alignment "neutral", :cha
11, :hit-points {:die-count 4, :die 4}, :type :fey, :size :tiny, :option-pack
"Eberron - Rising from the Last War", :armor-class 14, :skills {:perception
5}, :str 8, :challenge 0.125, :con 10, :dex 18, :wis 16, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hawk can magically bond with one creature it can see, immediately after spending at
least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hawk bonds with a different creature or until the bonded creature dies.
While bonded, the hawk and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Sight", :description
"The hawk has advantage on Wisdom (Perception) checks that rely on sight."}
{:type :action, :name "Talons", :description "Melee Weapon Attack: +6 to hit, reach
5 ft., one target.\nHit: 6 (1d4 + 4) slashing damage."}]}, :dolgaunt {:senses
"blindsight 120 ft. (blind beyond this radius), passive perception 14", :armor-
notes "Unarmored Defense", :key :dolgaunt, :int 13, :speed "40 ft.", :name
"Dolgaunt", :alignment "lawful evil", :cha 11, :hit-points {:die-count 6, :die
8, :modifier 6}, :type :aberration, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 16, :skills {:acrobatics 6, :perception
4, :stealth 6}, :str 14, :challenge 3, :con 12, :dex 18, :wis 14, :props
{:condition-immunity {:blinded true}, :language {:deep-speech true, :goblin true}},
:traits [{:name "Evasion", :description "If the dolgaunt is subjected to an effect
that allows it to make a Dexterity saving throw to take only half damave, the
dolgaunt instead takes no damage if it succeeds on the saving throw, and only half
damage if it fails. It can't use this trait if it's incapacitated."} {:name
"Unarmored Defense", :description "While the dolgaunt is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier."} {:type :action, :name
"Multiattack", :description "The dolgaunt makes two tentacle attacks and two
unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain."}
{:type :action, :name "Tentacle", :description "Melee Weapon Attack: +6 to hit,
reach 15 ft., one target.\nHit: 7 (1d6 + 4) bludgeoning damage. The target is
grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple
ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has
two tentacles."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon
Attack: +6 to hit, reach 5 ft., one target.\nHit: 6 (1d4 + 4) bludgeoning damage."}
{:type :action, :name "Vitality Drain", :description "One creature grappled by a
tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed
save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number
of hit points equal to half the necrotic damage taken."}]}, :tarkanan-assassin-
fire- {:senses "darkvision 60 ft., passive Perception 14", :description "The
assassin knows thieves' cant as a language.", :armor-notes "studded
leather", :key :tarkanan-assassin-fire-, :int 10, :speed "30 ft.", :name "Tarkanan
Assassin (Fire)", :alignment "any non-good alignment", :cha 11, :hit-points {:die-
count 7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 15, :skills {:athletics
3, :deception 2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str
12, :challenge 2, :con 14, :dex 16, :wis 14, :props {:language {:common
true}}, :traits [{:name "Innate Spellcasting", :description "The assassin's spell
casting ability is Constitution (+4 to hit with spell attacks). It can innately
cast the spells detailed in \"Actions,\" requiring no material components."} {:name
"Unstable Mark", :description "When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12 Constitution saving
throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a
successful one."} {:type :action, :name "Multiattack.", :description "The assassin
makes two shortsword attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) poison damage."} {:type :action, :name "Fire Bolt
(Cantrip/At Will)", :description "Ranged
Spell Attack: +4 to hit, range 120 ft., one target.\nHit: 11 (2d10) fire damage. A
flammable object hit by this spell ignites if it isn't being worn or carried."}
{:type :action, :name "Burning Hands (1/Day)", :description "Ranged Spell Attack:
DC 12 Dex save, 15 ft. cone.\nHit: 10 (3d6) fire damage."}]}, :valenar-hawk-
camouflage- {:senses "passive Perception 15", :key :valenar-hawk-camouflage-, :int
9, :speed "10 ft., fly 60 ft.", :name "Valenar Hawk (Camouflage)", :alignment
"neutral", :cha 11, :hit-points {:die-count 4, :die
4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Camouflage", :description "The animal
has advantage on Dexterity (Stealth) checks it makes while outdoors."}]}, :living-
cloudkill {:senses "darkvision 60 ft., passive Perception 10", :description "The
living spell is resistant to damage from bludgeoning, piercing, and slashing damage
from nonmagical attacks.", :armor-notes "natural armor", :key :living-
cloudkill, :int 3, :speed "25 ft., fly 25 ft. (hover)", :name "Living
Cloudkill", :alignment "unaligned", :cha 6, :hit-points {:die-count 7, :die
10, :modifier 35}, :type :construct, :size :large, :option-pack "Eberron - Rising
from the Last War", :armor-class 15, :str 10, :challenge 7, :con 14, :dex 15, :wis
11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true},
:damage-immunity {:poison true}, :condition-immunity {:blinded true, :charmed true,
:deafened true, :exhausted true, :frightened true, :grappled true, :poisoned
true, :prone true}}, :traits [{:name "Amorphous", :description "The living spell
can move through a space as narrow as 1 inch wide without squeezing."} {:name
"Magic Resistance", :description "The living spell has advantage on saving throws
against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The living spell makes two Magical Strike attacks."}
{:type :action, :name "Magical Strike", :description "Melee Weapon Attack: +8 to
hit, reach 10 ft., one target.\nHit: 22 (5d6 + 5) poison damage."}
{:type :action, :name "Spell Mimicry (Recharge 5-6)", :description "The living
spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog
spreads around corners). When a creature enters the fog for the first time on a
turn or starts its turn there, it must make a DC 16 Constitution saving throw,
taking 22 (5d8) poison damage on a failed save, or half as much on a successful
one.\n\nThe fog moves 10 feet away from the living spell at the start of each of
its turns, rolling along the ground and through openings. The fog lasts for 10
minutes or until the living spell's concentration ends (as if concentrating on a
spell)."}]}, :magewright-entertainer- {:senses "passive Perception
12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-entertainer-, :int 14, :speed "30 ft.", :name
"Magewright (Entertainer)", :alignment "any alignment", :cha 12, :hit-points {:die-
count 2, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 11, :skills {:arcana 4, :performance 3}, :str
11, :con 10, :dex 13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
minor illusion, thaumaturgy\nRituals: knock, disguise self"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."}]}, :valenar-
steed-fey-ancestry- {:senses "passive Perception 14", :key :valenar-steed-fey-
ancestry-, :int 10, :speed "60 ft.", :name "Valenar Steed (Fey
Ancestry)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Fey Ancestry", :description "The animal has advantage on saving
throws against being charmed or frightened, and magic can't put it to
sleep."}]}, :kalaraq-quori {:senses "truesight 120 ft., passive Perception
23", :description "The quori can speak all languages and communicate through
telepathy to a range of 120 ft.", :armor-notes "natural armor", :key :kalaraq-
quori, :int 23, :speed "30 ft., fly 60 ft. (hover)", :name "Kalaraq
Quori", :alignment "lawful evil", :cha 25, :hit-points {:die-count 19, :die
8, :modifier 76}, :type :aberration, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 18, :skills {:deception 13, :perception
13, :persuasion 13}, :str 12, :saving-throws {:int 12, :wis 13, :cha
13}, :challenge 19, :con 18, :dex 21, :wis 24, :props {:damage-resistance {:cold
true, :bludgeoning true, :piercing true, :slashing true, :poison true, :necrotic
true, :psychic true}, :condition-immunity {:prone true, :restrained
true, :exhausted true, :frightened true, :paralyzed true, :charmed true, :blinded
true, :grappled true, :petrified true}}, :traits [{:name "All-Around
Vision", :description "The quori can't be surprised when it isn't incapacitated."}
{:name "Incorporeal Movement", :description "The quori can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object."} {:name "Innate Spellcasting
(Psionics)", :description "The quori's spellcasting ability is Charisma (spell save
DC 21, +13 to hit with spell attacks). It can innately cast the following spells,
requiring no components:\n\nAt will: arcane eye\n3/day each: clairvoyance,
confusion, dream, eyebite"} {:name "Magic Resistance", :description "The quori has
advantage on saving throws against spells and other magical effects."}
{:type :action, :name "Multiattack", :description "The quori makes two Soul Binding
attacks. Alternatively, it can make four attacks with Arcane Blast."}
{:type :action, :name "Arcane Blast", :description "Ranged Spell Attack: +13 to
hit, range 120 ft., one target.\nHit: 12 (1d10 + 7) force damage."} {:type :action,
:name "Soul Binding", :description "Melee Spell Attack: +13 to hit, reach 5 ft.,
one target.\nHit: 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points
from this attacks dies and has its soul imprisoned in one of the quori's eyes. The
target can't be revived by any means short of a Wish spell until the quori is
destroyed."} {:type :action, :name "Mind Seed (1/Day)", :description "The quori
touches one humanoid, which must succeed on a DC 21 Intelligence saving throw or be
cursed. The cruse lasts until it's removed by a Remove Curse or Greater Restoration
spell.\n\nThe cursed target suffers 1 level of exhaustion every 24 hours, and
finishing a long rest doesn't reduce its exhaustion. If the cursed target reaches
exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's
control, and all its exhaustion is removed. Only the Wish spell can free the thrall
from this control."} {:type :action, :name "Swarm of Eyes (Recharge
6)", :description "The quori creates a swarm of spectral eyes that fills a 30-foot-
radius sphere centered on a point it can see within 60 feet of it. Each creature in
that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45
(10d8) psychic damage, and it is blinded for 1 minute. On a success, a creature
takes half as much damage and isn't blinded. A blinded creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success."} {:type :action, :name "Possession (Recharge 6)", :description "One
humanoid the quori can see within 5 feet of it must succeed on a DC 14 Charisma
saving throw or be possessed by the quori; the quori then disappears, and the
target is incapacitated and loses control of its body. The quori now controls the
body but doesn't deprive the target of awareness. The quori can't be targeted by
any attack, spell, or other effect. And it retains its alignment, Intelligence,
Wisdom, Charisma, and immunity to being charmed and frighted. It otherwise
uses the target's statistics, but doesn't gain access to the target's knowledge,
class features, or proficiencies.\n\nThe possession lasts until the body drops to 0
hit points, the quori ends it as a bonus action, or the quori is forced out by an
effect like the Dispel Evil and Good spell. When the possession ends, the quori
reappears in an unoccupied space within 5 feet of the body. The target is immune to
this quori's Possession for 24 hours after succeeding on the saving throw or after
the possession ends."}]}, :valenar-hawk-shrouded-step- {:senses "passive Perception
15", :key :valenar-hawk-shrouded-step-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Shrouded Step)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Shrouded Step", :description "The
animal can't be tracked except by magical means, and it leaves behind no tracks or
other traces of its passage."}]}, :living-lightning-bolt {:senses "darkvision 60
ft., passive Perception 10", :description "The living spell has resistance to
bludgeoning, piercing, and slashing damage from nonmagical attacks.", :armor-notes
"natural armor", :key :living-lightning-bolt, :int 3, :speed "25 ft., fly 25 ft.
(hover)", :name "Living Lightning Bolt", :alignment "unaligned", :cha 6, :hit-
points {:die-count 6, :die 10, :modifier
24}, :type :construct, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :str 10, :challenge 5, :con 18, :dex 15, :wis 10, :props
{:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:lightning true}, :condition-immunity {:blinded true, :charmed
true, :deafened true, :exhausted true, :frightened true, :grappled true, :poisoned
true, :prone true}}, :traits [{:name "Amorphous", :description "The living spell
can move through a space as narrow as 1 inch wide without squeezing."} {:name
"Magic Resistance", :description "The living spell has advantage on saving throws
against spell and other magical effects."} {:type :action, :name
"Multiattack", :description "The living spell makes two Magical Strike attacks."}
{:name "Magical Strike", :description "Melee Spell Attac: +7 to hit, reach 10 ft.,
one target.\nHit: 21 (5d6 + 4) lightning damage.", :type :action} {:name "Spell
Mimicry (Recharge 5-6)", :type :action, :description "The living spell unleashes a
stroke of lighting in a line 100 feet long and 5 feet wide. Each creature in the
line must make a DC 15 Dexterity saving throw, taking 28 (2d6) lighting damage on a
failed save, or half as much damage on a successful one."}]}, :homunculus-servant
{:senses "darkvision 60 ft., passive Perception 14", :description "Hit Points:
equal the homunculus's Constitution modifier + its creators Intelligence modifier +
its creators Artificer level\n\nLanguages: understands the languages its creator
speaks", :armor-notes "natural armor", :key :homunculus-servant, :int 10, :speed
"20 ft., fly 30 ft.", :name "Homunculus Servant", :alignment "neutral", :cha
7, :hit-points {:modifier 1, :die-count 1, :die
4}, :type :construct, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:perception 4, :stealth 4}, :str 4, :saving-throws
{:dex 4}, :con 12, :dex 15, :wis 10, :props {:damage-immunity {:acid false, :poison
true}, :condition-immunity {:charmed false, :poisoned true, :exhausted
true}}, :traits [{:description "Ranged Weapon Attack: +4 to hit, range 30 ft., one
target you can see.\nHit: 1d4 + 2 force damage", :type :action, :name "Force Strike
(requires its creators Bonus Action)"} {:description "The homunculus delivers a
spell you cast that has a range of touch. The homunculus must be within 1 20 feet
of you.", :name "Channel Magic (reaction)"} {:description "If the homunculus is
subjected to an effect that allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails. It can't use this trait if it's
incapacitated.", :name "Evasion"} {:description "The following numbers increase by
1 when its creators proficiency bonus increases by l: the homunculus's skill and
saving throw bonuses (above) and the bonuses to hit and damage of its attack
(below).", :name "Might of the Master"}]}, :changeling {:senses "passive Perception
12", :description "The changeling knows thieve's cant as a language.\nThe
changeling counts as a shapechanger.", :armor-notes "leather
armor", :key :changeling, :int 14, :speed "30 ft.", :name "Changeling", :alignment
"any alignment", :cha 16, :hit-points {:die-count 4, :die 8, :modifier
4}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:acrobatics 4, :deception 5, :insight
2, :perception 2, :performance 5}, :str 8, :challenge 0.5, :con 12, :dex 15, :wis
10, :props {:language {:common true, :dwarvish true, :elvish true, :halfling
true}}, :traits [{:name "Change Appearance", :description "The changeling can use
its action to polymorph into a Medium humanoid it has seen, or back into its true
form. Its statistics. other than its size, are the same in each form. Any equipment
it is wearing or carrying isn't transformed. It reverts to its true form if it
dies."} {:type :action, :name "Multiattack", :description "The changeling makes two
attacks with its dagger."} {:type :action, :name "Dagger", :description "Melee or
Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target.\nHit: 4
(1d4 + 2) piercing damage."} {:type :action, :name "Unsettling Visage (Recharges
after a Short or Long Rest)", :description "Each creature within 30 feet of the
changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1
minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success."}]}, :warforged-titan {:senses
"darkvision 60 ft., passive perception 10", :armor-notes "natural
armor", :key :warforged-titan, :int 3, :speed "40 ft.", :name "Warforged
Titan", :alignment "lawful neutral", :cha 1, :hit-points {:die-count 10, :die
12, :modifier 60}, :type :construct, :size :huge, :option-pack "Eberron - Rising
from the Last War", :armor-class 20, :str 23, :challenge 8, :con 22, :dex 8, :wis
11, :props {:damage-immunity {:poison true, :psychic true}, :condition-immunity
{:charmed true, :exhausted true, :frightened true, :paralyzed true, :petrified
true, :poisoned true}}, :traits [{:name "Platforms", :description "The warforged
titan has two platforms built into its chassis. One Medium or smaller creature can
ride on each platform without squeezing. To make a melee attack against a target
within 5 feet of the warforged,t hey must use spears or weapons with reach and the
target must be Large or larger."} {:name "Siege Monster", :description "The
warforged titan deals double damage to objects and structures."}
{:type :action, :name "Multiattack", :description "The warforged titan makes one
axehand attack and one hammerfist attack."} {:type :action, :name
"Axehand", :description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target.\
nHit: 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is
prone."} {:type :action, :name "Hammerfist", :description "Melee Weapon Attack: +9
to hit, reach 10 ft., one target.\nHit: 19 (3d8 + 6) bludgeoning damage. If the
target is a creature, it must succeed on a DC 17 Strength saving throw or be
knocked prone."} {:type :action, :name "Sweeping Axe (Recharge 6)", :description
"The warforged titan makes a sweep with its axehand, and each creature within 10
feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6)
slashing damage on a failed save, or half as much damage on a successful
one."}]}, :inspired-tsucora-vessel- {:senses "passive perception 10", :armor-notes
"15 with Mage Armor", :key :inspired-tsucora-vessel-, :int 16, :speed "30
ft.", :name "Inspired (Tsucora Vessel)", :alignment "lawful evil", :cha 16, :hit-
points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 12, :skills {:deception
7, :insight 2, :persuasion 7}, :str 11, :saving-throws {:int 5, :wis 2}, :challenge
2, :con 10, :dex 14, :wis 10, :props {:damage-resistance {:psychic
true}, :condition-immunity {:charmed true, :frightened true}, :language {:common
true, :quori true}}, :traits [{:name "Dual Mind", :description "The Inspired has
advantage on Wisdom saving throws."} {:name "Innate Spellcasting
(Psionics)", :description "The Inspired's spellcasting ability is Intelligence
(spell save DC 13). It can innately cast the following spells, requiring no
material components:\n\nAt will: mage hand, vicious mockery.\n1/day each: charm
person, dissonant whispers, hex, hold person, mage armor."} {:type :action, :name
"Multiattack", :description "The Inspired makes two crysteel dagger attacks. It can
replace one attack with Vicious Mockery."} {:type
:action, :name "Crysteel Dagger", :description "Melee Wepaon Attack: +4 to hit,
reach 5 ft., one target.\nHit: 4 (1d4 + 2) piercing damage plus 10 (3d6) force
damage."} {:type :action, :name "Vicious Mockery (Cantrip)", :description "The
Inspired unleashes a string of insults laced with subtle enchantments at one
creature it can see within 60 feet of it. If the target can hear the Inspired, the
target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage
and have disadvantage on the next attack roll it makes before the end of its next
turn."} {:name "Fear (1/Day)", :description "The Inspired can cast the fear spell
(spell save DC 13), requiring no material components."}]}, :shifter {:senses
"darkvision 60 ft., passive Perception 14", :armor-notes "leather
armor", :key :shifter, :int 11, :speed "30 ft.", :name "Shifter", :alignment "any
alignment", :cha 10, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:acrobatics 5, :insight 4, :nature 2, :perception
4}, :str 12, :challenge 0.5, :con 14, :dex 16, :wis 15, :props {:language {:common
true}}, :traits [{:name "Shifting (Recharges after a Short or Long
Rest)", :description "As a bonus action, the shifter takes on a more bestial form
for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can
make a bite attack when it activates this trait and also as a bonus action on each
of its turns while in its bestial form."} {:type :action, :name
"Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.\nHit: 6 (1d6 + 3) piercing damage."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.\
nHit: 5 (1d4 + 3) piercing damage."}]}, :dusk-hag {:senses "blindsight 60 ft.,
passive Perception 16", :armor-notes "natural armor", :key :dusk-hag, :int
17, :speed "30 ft.", :name "Dusk Hag", :alignment "neutral evil", :cha 18, :hit-
points {:die-count 15, :die 8, :modifier 15}, :type :fey, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 17, :skills {:deception
7, :insight 6, :perception 6}, :str 11, :saving-throws {:wis 6, :int 6}, :challenge
6, :con 12, :dex 14, :wis 16, :props {:condition-immunity {:blinded true, :charmed
true, :frightened true}, :language {:common true, :giant true, :infernal
true}}, :traits [{:name "Innate Spellcasting", :description "The hag's spellcasting
ability is Charisma (spell save DC 15). She can innately cast the following spells,
requiring no material components:\n\nAt will: detect magic, disguise self.\n3/day
each: dream, hypnotic pattern, sleep (9d8).\n1/day each: legend lore, scrying."}
{:name "Magic Resistance", :description "The hag has advantage on saving throws
against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The hag makes two Nightmare Touch attacks."}
{:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to hit, reach
5 ft., one target.\nHit: 5 (1d6 + 2) slashing damage."} {:type :action, :name
"Nightmare Touch", :description "Melee Spell Attack: +7 to hit, reach 5 ft., one
creature.\nHit: 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes
an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is
removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it
finishes a long rest."} {:type :action, :name "Dream Eater
(Reaction)", :description "When an unconscious creature the hang can see within 30
feet of her regains consciousness, the hag can force the creature to make a DC 15
Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic
damage, and the hag regains hit points equal to the amount of damage
taken."}]}, :kalashtar {:senses "passive Perception 12", :description "The
kalashtar can use telepathy as a language to a range of 20
ft.", :key :kalashtar, :int 13, :speed "30 ft.", :name "Kalashtar", :alignment "any
alignment", :cha 15, :hit-points {:die-count 3, :die 8, :modifier
3}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 12, :skills {:acrobatics 4, :insight 4, :persuasion 6}, :str 12,
:challenge 0.25, :con 12, :dex 14, :wis 15, :props {:damage-resistance {:psychic
true}, :language {:common true}}, :traits [{:name "Dual Mind", :description "The
kalashtar has advantage on Wisdom saving throws."} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 4 (1d4 + 2) piercing damage."}
{:type :action, :name "Mind Thrust", :description "The kalashtar targets a creature
it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving
throw or take 11 (2d10) psychic damage."}]}, :valenar-steed-lie-detector- {:senses
"passive Perception 14", :key :valenar-steed-lie-detector-, :int 10, :speed "60
ft.", :name "Valenar Steed (Lie Detector)", :alignment "neutral", :cha 11, :hit-
points {:die-count 3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack
"Eberron - Rising from the Last War", :armor-class 13, :skills {:perception
4}, :str 14, :challenge 0.5, :con 14, :dex 16, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
steed can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the steed bonds with a different creature or until the bonded creature dies.
While bonded, the steed and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:type :action, :name
"Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Lie Detector", :description "The
animal knows when a creature within 15 feet of it tells a lie."}]}, :lady-illmarrow
{:senses "truesight 120 ft., passive perception 22", :legendary-actions
{:description "Illmarrow can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Illmarrow regains spent legendary actions at the start
of her turn."}, :armor-notes "natural armor", :key :lady-illmarrow, :int 27, :speed
"30 ft., fly 40 ft.", :name "Lady Illmarrow", :alignment "neutral evil", :cha
24, :hit-points {:die-count 21, :die 8, :modifier
105}, :type :undead, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 19, :skills {:arcana 15, :history 15, :insight 12, :perception
12}, :str 16, :saving-throws {:con 12, :int 15, :wis 12}, :challenge 22, :con
20, :dex 16, :wis 21, :props {:damage-vulnerability {:cold false}, :damage-
resistance {:cold true, :lightning true}, :damage-immunity {:necrotic true, :poison
true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity
{:stunned true, :exhausted true, :deafened true, :frightened true, :paralyzed true,
:charmed true, :blinded true, :poisoned true, :grappled false, :petrified
true}, :language {:common true, :draconic true, :elvish true}}, :traits [{:name
"Legendary Resistance (3/Day)", :description "If Illmarrow fails a saving throw,
she can choose to succeed instead."} {:name "Magic Resistance", :description
"Illmarrow has advantage on saving throws against spells and other magical
effects."} {:name "Rejuvenation", :description "Illmarrow's body turns to dust when
she drops to 0 hit points, and her equipment is left behind. She gains a new body
after 1d10 days, regaining all her hit points and becoming active again. The new
body appears within two hundred miles of the location at which she was destroyed."}
{:name "Spellcasting", :description "Illmarrow is a 20th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell
attacks). Illmarrow has the following wizard spells prepared: \n\nCantrips (at
will): chill touch, fire bolt, mage hand, prestidigitation, ray of frost.\n1st
level (4 slots): magic missle, shield, sleep.\n2nd level (3 slots): blur, detect
thoughts, mirror image.\n3rd level (3 slots): animate dead, counterspell, fireball,
fly, lightning bolt.\n4th level (3 slots): blight, confusion, polymorph.\n5th level
(3 slots): cloudkill, cone of cold, hold monster, scrying.\n6th level (2 slots):
chain lightning, circle of death, create undead.\n7th level (2 slots): finger of
death, forcecage, prismatic spray.\n8th level (1 slot): incendiary cloud, maze.\
n9th level (1 slot): power word kill, time stop."} {:type :action, :name "Chill
Touch (Cantrip)", :description "Ranged Spell Attack: +15 to hit, range 120 ft., one
creature.\nHit: 18 (4d8) necrotic damage, and the target can't regain hit points
until the start of Illmarrow's next turn. If the target is undead, it also has
disadvantage on attack rolls against Illmarrow until the end of her next turn."}
{:type :action, :name "Paralyzing Claw", :description "Melee Weapon Attac: +10 to
hit, reach 5 ft., one creature.\nHit: 13 (3d6 + 3) slashing damage plus 10 (3d6)
cold damage, and the target must succeed on a DC 20 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success."} {:type :action, :name
"Poison Breath (Recharge 5-6)", :description "Illmarrow exhales poisonous gass in a
30-foot cone. Each creature int hat area must make a DC 20 Constitution saving
throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned
for 1 minute. While poisoned in this way, the creature can't regain hit points. On
a successful save, the creature takes half as much damage and isn't poisoned.\n\nA
humanoid reduced
to 0 hit points by this damage dies and rises at the start of Illmarrow's next
turn as a zombie. The zombie acts immediately after Illmarrow in the initiative
count and is permanently under her command, following her verbal orders."}
{:type :legendary-action, :name "Cantrip", :description "Illmarrow casts a
cantrip."} {:type :legendary-action, :name "Paralyzing Claw", :description
"Illmarrow uses her Paralyzing Claw."} {:type :legendary-action, :name "Frightening
Presence (Costs 2 Actions)", :description "Illmarrow targets up to three creatures
she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom
saving throw or be frightened for 1 minute. A frightened target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or the effect ends for it, the
target is immune to Illmarrow's Frightening Presence for the next 24 hours."}
{:type :legendary-action, :name "Poison Breath (Costs 3 Actions)", :description
"Illmarrow recharges her Poison Breath and uses it."}]}, :valenar-steed-bestow-
luck- {:senses "passive Perception 14", :key :valenar-steed-bestow-luck-, :int
10, :speed "60 ft.", :name "Valenar Steed (Bestow Luck)", :alignment
"neutral", :cha 11, :hit-points {:die-count 3, :die 10, :modifier
6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Bestow Luck (1/Day)", :description "As a bonus action, the animal
chooses one creature it can see within 30 feet of it. The next ability check,
attack roll, or saving throw the target makes in the next hour has advantage."}]}},
:orcpub.dnd.e5/feats {:revenant-blade {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs
#{}, :option-pack "Eberron - Rising from the Last War", :name "Revenant
Blade", :description "You are descended from a master of the double-bladed
scimitar, and some of that mastery has passed on to you. You gain the following
benefits:\n • Increase your Dexterity or Strength score by 1, to a maximum of
20.\n • While you are holding a double-bladed scimitar with two hands, you gain a
+1 bonus to Armor Class.\n • A double-bladed scimitar has the finesse property
when you wield it.", :path-prereqs {:race {:elf true}}, :key :revenant-
blade}, :aberrant-dragonmark-prerequisite-no-other-dragonmark- {:ability-increases
#{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant Dragonmark
(Prerequisite: No other Dragonmark)", :option-pack "Eberron - Rising from the Last
War", :description "You have manifested an aberrant dragonmark. Determine its
appearance and the flaw associated with it. You gain the following benefits:\n •
Increase your Constitution score by 1, to a maximum of 20.\n • You learn a
cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-
level spell from the sorcerer spell list. You learn that spell and can cast it
through your mark. Once you cast it, you must finish a short or long rest before
you can cast it again through the mark. Constitution is your spellcasting ability
for these spells. Enter these spells by granting your character the Magic Adept
feat.\n • When you cast the 1st-level spell through your mark, you can expend one
of your Hit Dice and roll it. If you roll an even number, you gain a number of
temporary hit points equal to the number rolled. If you roll an odd number, one
random creature within 30 feet of you (not including you) takes force damage equal
to the number rolled. If no other creatures are in range, you take the damage.\n
You also develop a random flaw from the Aberrant Dragonmark Flaws table.\n\
nABERRANT DRAGONMARK FLAWS\nd8 Flaw\n1 Your mark is a source of constant physical
pain .\n2 Your mark whispers to you. Its meaning can be unclear.\n3 When you're
stressed, the mark hisses audibly.\n4 The skin around the mark is burned, scaly,
or withered.\n5 Animals are uneasy around you.\n6 You have a mood swing any time
you use your mark.\n7 Your looks change slightly whenever you use the mark.\n8
You have horrific nightmares after you use your mark.\n\nOPTION: GREATER ABERRANT
POWERS\nAt the DM's option, a character who has the Aberrant Dragonmark feat has a
chance of manifesting greater power. Upon reaching 10th level, such a character has
a 10 percent chance of gaining an epic boon from among the options in chapter 7 of
the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10
percent chance the next time they gain a level.\n If the character gains a boon,
the DM chooses it or determines it randomly. The character also permanently loses
one of their Hit Dice, and their hit point maximum is reduced by an amount equal to
a roll of that die plus their Constitution modifier (minimum reduction of 1). This
reduction can't be reversed by any means.", :key :aberrant-dragonmark-prerequisite-
no-other-dragonmark-}}, :orcpub.dnd.e5/backgrounds {:house-agent-deneith {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:description "You possess papers
identifying you as an agent of your house. Enter this manually as a custom
item.", :name "Equipment"}], :option-pack "Eberron - Rising from the Last
War", :name "House Agent: Deneith", :profs {:skill {:investigation
true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set
1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp
20}, :key :house-agent-deneith, :help "You have sworn fealty to House Deneith, one
of the mighty dragonmarked houses that shapes Khorvaire.\nFeature: House
Connections"}, :house-agent-orien {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Orien", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-
vehicles true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine
1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-orien, :help
"You have sworn fealty to House Orien, one of the mighty dragonmarked houses that
shapes Khorvaire.\nFeature: House Connections"}, :house-agent-thuranni {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:description "You possess papers
identifying you as an agent of your house. Enter this manually as a custom
item.", :name "Equipment"}], :option-pack "Eberron - Rising from the Last
War", :name "House Agent: Thuranni", :profs {:skill {:investigation
true, :persuasion true}, :tool {:poisoners-tools true}, :tool-options {:musical-
instrument 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure
{:gp 20}, :key :house-agent-thuranni, :help "You have sworn fealty to House
Thuranni, one of the mighty dragonmarked houses that shapes Khorvaire.\nFeature:
House Connections"}, :house-agent-jorasco {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Jorasco", :profs
{:skill {:investigation true, :persuasion true}, :tool {:alchemists-supplies true,
:herbalism-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring
1, :purse 1}, :treasure {:gp 20}, :key :house-agent-jorasco, :help "You have sworn
fealty to House Jorasco, one of the mighty dragonmarked houses that shapes
Khorvaire.\nFeature: House Connections"}, :house-agent-cannith {:traits [{:name
"House Connections", :description "As an agent of your house, you can always get
food and lodging for yourself and your friends at a house enclave. When the house
assigns you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Cannith", :profs {:skill {:investigation true, :persuasion true}, :tool
{:alchemists-supplies true, :tinkers-tools true}}, :equipment {:clothes-fine
1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-cannith, :help
"You have sworn fealty to House Cannith, one of the mighty dragonmarked houses that
shapes Khorvaire.\nFeature: House Connections"}, :house-agent-vadalis {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:description "You possess papers
identifying you as an agent of your house. Enter this manually as a custom
item.", :name "Equipment"}], :option-pack "Eberron - Rising from the Last
War", :name "House Agent: Vadalis", :profs {:skill {:investigation
true, :persuasion true}, :tool {:land-vehicles true, :herbalism-kit true}, :tool-
options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp
20}, :key :house-agent-vadalis, :help "You have sworn fealty to House Vadalis, one
of the mighty dragonmarked houses that shapes Khorvaire.\nFeature: House
Connections"}, :house-agent-phiarlan {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Phiarlan", :profs {:skill {:investigation true, :persuasion true}, :tool
{:disguise-kit true}, :tool-options {:musical-instrument 1}}, :equipment {:clothes-
fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-
phiarlan, :help "You have sworn fealty to House Phiarlan, one of the mighty
dragonmarked houses that shapes Khorvaire.\nFeature: House Connections"}, :house-
agent-ghallanda {:traits [{:name "House Connections", :description "As an agent of
your house, you can always get food and lodging for yourself and your friends at a
house enclave. When the house assigns you a mission, it will usually provide you
with the necessary supplies and transportation. Beyond this, you have many old
friends, mentors, and rivals in your house, and you may encounter one of them when
you interact with a house business. The degree to which such acquaintances are
willing to help you depends on your current standing in your house."} {:description
"You possess papers identifying you as an agent of your house. Enter this manually
as a custom item.", :name "Equipment"}], :option-pack "Eberron - Rising from the
Last War", :name "House Agent: Ghallanda", :profs {:skill {:investigation
true, :persuasion true}, :tool {:brewers-supplies true, :cooks-utensils
true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse
1}, :treasure {:gp 20}, :key :house-agent-ghallanda, :help "You have sworn fealty
to House Ghallanda, one of the mighty dragonmarked houses that shapes Khorvaire.\
nFeature: House Connections"}, :house-agent-tharashk {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:description "You possess papers identifying you
as an agent of your house. Enter this manually as a custom item.", :name
"Equipment"}], :option-pack "Eberron - Rising from the Last War", :name "House
Agent: Tharashk", :profs {:skill {:investigation true, :persuasion true}, :tool
{:thieves-tools true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1,
:signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-tharashk, :help
"You have sworn fealty to House Tharashk, one of the mighty dragonmarked houses
that shapes Khorvaire.\nFeature: House Connections"}, :house-agent-lyrandar
{:traits [{:name "House Connections", :description "As an agent of your house, you
can always get food and lodging for yourself and your friends at a house enclave.
When the house assigns you a mission, it will usually provide you with the
necessary supplies and transportation. Beyond this, you have many old friends,
mentors, and rivals in your house, and you may encounter one of them when you
interact with a house business. The degree to which such acquaintances are willing
to help you depends on your current standing in your house."} {:name
"Equipment", :description "You possess papers identifying you as an agent of your
house. Enter this manually as a custom item."}], :option-pack "Eberron - Rising
from the Last War", :name "House Agent: Lyrandar", :profs {:skill {:investigation
true, :persuasion true}, :tool {:water-vehicles true, :navigators-tools
true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse
1}, :treasure {:gp 20}, :key :house-agent-lyrandar, :help "You have sworn fealty to
House Lyrandar, one of the dragonmarked houses that shapes Khorvaire.\nFeature:
House Connections"}, :house-agent-medani {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Medani", :profs {:skill {:investigation true, :persuasion true}, :tool {:thieves-
tools true, :disguise-kit true}, :tool-options {}}, :equipment {:clothes-fine
1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-medani, :help
"You have sworn fealty to House Medani, one of the mighty dragonmarked houses that
shapes Khorvaire.\nFeature: House Connections"}, :house-agent-sivis {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:name "Equipment", :description
"You possess papers identifying you as an agent of your house. Enter this manually
as a custom item."}], :option-pack "Eberron - Rising from the Last War", :name
"House Agent: Sivis", :profs {:skill {:investigation true, :persuasion true}, :tool
{:calligraphers-supplies true, :forgery-kit true}, :tool-options {}}, :equipment
{:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-
sivis, :help "You have sworn fealty to House Sivis, one of the mighty dragonmarked
houses that shapes Khorvaire.\nFeature: House Connections"}, :house-agent-kundarak
{:traits [{:name "House Connections", :description "As an agent of your house, you
can always get food and lodging for yourself and your friends at a house enclave.
When the house assigns you a mission, it will usually provide you with the
necessary supplies and transportation. Beyond this, you have many old friends,
mentors,
and rivals in your house, and you may encounter one of them when you interact with
a house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:name "Equipment", :description
"You possess papers identifying you as an agent of your house. Enter this manually
as a custom item."}], :option-pack "Eberron - Rising from the Last War", :name
"House Agent: Kundarak", :profs {:skill {:investigation true, :persuasion
true}, :tool {:tinkers-tools true, :thieves-tools true}, :tool-options
{}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp
20}, :key :house-agent-kundarak, :help "You have sworn fealty to House Kundarak,
one of the mighty dragonmarked houses that shapes Khorvaire.\nFeature: House
Connections"}}, :orcpub.dnd.e5/subraces {:mark-of-healing {:race :halfling, :traits
[{:description "When you make a Wisdom (Medicine) check or an ability check using
an herbalism kit, you can roll a d4 and add the number rolled to the ability
check.", :name "Medical Intuition"} {:description "You can cast the cure wounds
spell with this trait. Starting at 3rd level, you can also cast lesser restoration
with it. Once you cast either spell with this trait, you can't cast that spell with
it again until you finish a long rest. Wisdom is your spellcasting ability for
these spells.", :name "Healing Touch"} {:description "If you have the Spellcasting
or the Pact Magic class feature, the spells on the Mark of Healing Spells table are
added to the spell list of your spellcasting class.\n\nMARK OF HEALING SPELLS\
nSpell Level Spells\n lst cure wounds, healing word\n 2nd
lesser restoration, prayer of healing\n 3rd aura of vitality, mass
healing word\n 4th aura of purity, aura of life\n 5th greater
restoration", :name "Spells of the Mark"}], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Healing", :abilities {:orcpub.dnd.e5.character/wis
1}, :spells [{:value {:level 1, :key :cure-
wounds, :ability :orcpub.dnd.e5.character/wis}} {:level 3, :value {:level
2, :key :lesser-restoration, :ability :orcpub.dnd.e5.character/wis}}], :key :mark-
of-healing}, :mark-of-warding {:race :dwarf, :traits [{:description "When you make
an Intelligence (Investigation) check or an ability check using thieves' tools, you
can roll a d4 and add the number rolled to the ability check.", :name "Warder's
Intuition"} {:description "You can cast the alarm and mage armor spells with this
trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once
you cast any of these spells with this trait, you can't cast that spell with it
again until you finish a long rest. Intelligence is your spellcasting ability for
these spells, and you don't need material components for them when you cast them
with this trait.", :name "Wards and Seals"} {:description "If you have the
Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding
Spells table are added to the spell list of your spellcasting class.\n\nMARK OF
WARDING SPELLS\nSpell Level Spells\n 1st alarm, armor of Agathys\n
2nd arcane lock, knock\n 3rd glyph of warding, magic circle\n
4th Leomund's secret chest, Mordenkainen'sfaithful hound\n 5th
antilife shell", :name "Spells of the Mark"}], :option-pack "Eberron - Rising from
the Last War", :name "Mark of Warding", :abilities {:orcpub.dnd.e5.character/int
1}, :spells [{:value {:level 1, :key :alarm, :ability
:orcpub.dnd.e5.character/int}} {:value {:level 1, :key :mage-
armor, :ability :orcpub.dnd.e5.character/int}} {:value {:level 2, :key :arcane-
lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-of-warding}, :mark-of-
scribing {:race :gnome, :traits [{:description "When you make an Intelligence
(History) check or an ability check using calligrapher's supplies, you can roll a
d4 and add the number rolled to the ability check.", :name "Gifted Scribe"}
{:description "You know the message cantrip. You can also cast comprehend languages
once with this trait, and you regain the ability to cast it when you finish a short
or long rest. Starting at 3rd level, you can cast the magic mouth spell with this
trait, and you regain the ability to cast it when you finish a long rest.
Intelligence is your spellcasting ability for these spells.", :name "Scribe's
Insight"} {:description "If you have the Spellcasting or the Pact Magic class
feature, the spells on the Mark of Scribing Spells table are added to the spell
list of your spellcasting class.\n\nMARK OF SCRIBING SPELLS\nSpell Level Spells\
n 1st comprehend languages, illusory script\n 2nd animal
messenger, silence\n 3rd sending, tongues\n 4th arcane eye,
confusion\n 5th dream", :name "Spells of the Mark"}], :option-pack
"Eberron - Rising from the Last War", :name "Mark of Scribing", :abilities
{:orcpub.dnd.e5.character/cha 1}, :spells [{:value
{:key :message, :ability :orcpub.dnd.e5.character/int}} {:value {:level
1, :key :comprehend-languages, :ability :orcpub.dnd.e5.character/int}} {:level
3, :value {:level 2, :key :magic-mouth, :ability
:orcpub.dnd.e5.character/int}}], :key :mark-of-scribing}, :mark-of-handling-con-
{:race :human-mark-of-handling, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Handling (CON)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :mark-of-handling-con-}, :changeling-dex- {:race :changeling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Changeling
(DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :changeling-dex-}, :mark-
of-hospitality {:race :halfling, :traits [{:description "When you make a Charisma
(Persuasion) check or an ability check involving brewer's supplies or cook's
utensils, you can roll a d4 and add the number rolled to the ability check.", :name
"Ever Hospitable"} {:description "You know the prestidigitation cantrip. You can
also cast the purify food and drink and unseen servant spells with this trait. Once
you cast either spell with this trait, you can't cast that spell with it again
until you finish long rest. Charisma is your spellcasting ability for these
spells.", :name "Innkeeper's Magic"} {:description "If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark of Hospitality Spells table
are added to the spell list of your spellcasting class.\n\nMARK OF HOSPITALITY
SPELLS\nSpell Level Spells\n 1st goodberry, sleep\n 2nd aid,
calm emotions\n 3rd create food and water, Leomund's tiny hut\n 4th
aura of purity, Mordenkainen's private sanctum\n 5th hallow", :name
"Spells of the Mark"}], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells
[{:value {:key :prestidigitation, :ability :orcpub.dnd.e5.character/cha}} {:value
{:level 1, :key :purify-food-and-drink, :ability :orcpub.dnd.e5.character/cha}}
{:value {:level 1, :key :unseen-servant, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-hospitality}, :mark-of-passage-int-
{:race :human-mark-of-passage, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Passage (INT)", :abilities {:orcpub.dnd.e5.character/int
1}, :key :mark-of-passage-int-}, :longtooth {:race :shifter, :traits [{:name
"Shifting Feature", :description "While shifted, you can use your elongated fangs
to make an unarmed strike as a bonus action. If you hit with your fangs, you can
deal piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike."} {:description "You have
proficiency in the Intimidation skill.", :name "Fierce"}], :option-pack "Eberron -
Rising from the Last War", :name "Longtooth", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex 1}, :props {:skill-
prof {:intimidation true}}, :key :longtooth}, :wildhunt {:race :shifter, :traits
[{:name "Shifting Feature", :description "While shifted, you have advantage on
Wisdom checks, and no creature within 30 feet of you can make an attack roll with
advantage against you, unless you're incapacitated."} {:description "You have
proficiency in the Survival skill.", :name "Natural Tracker"}], :option-pack
"Eberron - Rising from the Last War", :name "Wildhunt", :abilities
{:orcpub.dnd.e5.character/wis 2, :orcpub.dnd.e5.character/dex 1}, :props {:skill-
prof {:survival true}}, :key :wildhunt}, :mark-of-passage-str- {:race :human-mark-
of-passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Passage (STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-
of-passage-str-}, :mark-of-making-str- {:race :human-mark-of-making, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Making
(STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-of-making-
str-}, :mark-of-handling-int- {:race :human-mark-of-handling, :traits [], :option-
pack "Eberron - Rising from the Last War", :name "Mark of Handling
(INT)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :mark-of-handling-
int-}, :swiftstride {:race :shifter, :traits [{:name "Shifting
Feature", :description "While shifted, your walking speed increases by 10 feet.
Additionally, you can move up to 10 feet as a reaction when a creature ends its
turn within 5 feet of you. This reactive movement doesn't provoke opportunity
attacks."} {:description "You have proficiency in the Acrobatics skill.", :name
"Graceful"}], :option-pack "Eberron - Rising from the Last War", :name
"Swiftstride", :abilities {:orcpub.dnd.e5.character/dex
2, :orcpub.dnd.e5.character/cha 1}, :props {:skill-prof {:acrobatics
true}}, :key :swiftstride}, :mark-of-storm {:race :half-elf-mark-of-storm, :traits
[], :name "Mark
of Storm", :option-pack "Eberron - Rising from the Last War", :props {:saving-
throw-advantage {:charmed true}}, :key :mark-of-storm}, :mark-of-handling-str-
{:race :human-mark-of-handling, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Handling (STR)", :abilities {:orcpub.dnd.e5.character/str
1}, :key :mark-of-handling-str-}, :mark-of-detection-str- {:race :half-elf-mark-of-
detection, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Detection (STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-
of-detection-str-, :props {:saving-throw-advantage {:charmed true}}}, :beasthide
{:race :shifter, :traits [{:name "Shifting Feature", :description "Whenever you
shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1
bonus to your AC."} {:description "You have proficiency in the Athletics
skill.", :name "Natural Athlete"}], :option-pack "Eberron - Rising from the Last
War", :name "Beasthide", :abilities {:orcpub.dnd.e5.character/str
1, :orcpub.dnd.e5.character/con 2}, :props {:skill-prof {:athletics
true}}, :key :beasthide}, :mark-of-handling-cha- {:race :human-mark-of-
handling, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Handling (CHA)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :mark-
of-handling-cha-}, :mark-of-making-wis- {:race :human-mark-of-making, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Making
(WIS)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :mark-of-making-
wis-}, :warforged-dex- {:race :warforged, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Warforged (DEX)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :warforged-dex-, :props {:saving-throw-
advantage {:poisoned true}}}, :mark-of-making-dex- {:race :human-mark-of-
making, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Making (DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :mark-of-
making-dex-}, :mark-of-detection-con- {:race :half-elf-mark-of-detection, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Detection
(CON)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :mark-of-detection-
con-, :props {:saving-throw-advantage {:charmed true}}}, :mark-of-detection-int-
{:race :half-elf-mark-of-detection, :traits [], :option-pack "Eberron - Rising from
the Last War", :name "Mark of Detection (INT)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :mark-of-detection-int-, :props {:saving-
throw-advantage {:charmed true}}}, :mark-of-passage-wis- {:race :human-mark-of-
passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Passage (WIS)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :mark-of-
passage-wis-}, :mark-of-detection-cha- {:race :half-elf-mark-of-detection, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Detection
(CHA)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :mark-of-detection-
cha-, :props {:saving-throw-advantage {:charmed true}}}, :mark-of-making-cha-
{:race :human-mark-of-making, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Making (CHA)", :abilities {:orcpub.dnd.e5.character/cha
1}, :key :mark-of-making-cha-}, :changeling-wis- {:race :changeling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Changeling
(WIS)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :changeling-
wis-}, :changeling-str- {:race :changeling, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Changeling (STR)", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :changeling-str-}, :changeling-cha-
{:race :changeling, :traits [], :option-pack "Eberron - Rising from the Last
War", :name "Changeling (CHA)", :abilities {:orcpub.dnd.e5.character/cha
1}, :key :changeling-cha-}, :mark-of-detection-dex- {:race :half-elf-mark-of-
detection, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Detection (DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :mark-
of-detection-dex-, :props {:saving-throw-advantage {:charmed true}}}, :warforged-
str- {:race :warforged, :traits [], :name "Warforged (STR)", :abilities
{:orcpub.dnd.e5.character/str 1}, :option-pack "Eberron - Rising from the Last
War", :key :warforged-str-, :props {:saving-throw-advantage {:poisoned
true}}}, :warforged-wis- {:race :warforged, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Warforged (WIS)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :warforged-wis-, :props {:saving-throw-
advantage {:poisoned true}}}, :changeling-con- {:race :changeling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Changeling
(CON)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :changeling-con-}, :mark-
of-making-con- {:race :human-mark-of-making, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Mark of Making (CON)", :abilities
{:orcpub.dnd.e5.character/con 1}, :key :mark-of-making-con-}, :changeling-int-
{:race :changeling, :traits [], :option-pack "Eberron - Rising from the Last
War", :name "Changeling (INT)", :abilities {:orcpub.dnd.e5.character/int
1}, :key :changeling-int-}, :warforged-cha- {:race :warforged, :traits [], :option-
pack "Eberron - Rising from the Last War", :name "Warforged (CHA)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :warforged-cha-, :props {:saving-throw-
advantage {:poisoned true}}}, :mark-of-shadow {:race :elf, :traits [{:description
"When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll
a d4 and add the number rolled to the ability check.", :name "Cunning Intuition"}
{:description "You know the minor illusion cantrip. Starting at 3rd level, you can
cast the invisibility spell once with this trait, and you regain the ability to
cast it when you finish a long rest. Charisma is your spellcasting ability for
these spells.", :name "Shape Shadows"} {:description "If you have the Spellcasting
or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are
added to the spell list of your spellcasting class.\n\nMARK OF SHADOW SPELLS\nSpell
Level Spells\n lst disguise self, silent image\n 2nd
darkness, pass without trace\n 3rd clairvoyance, major image\n 4th
greater invisibility, hallucinatory terrain\n 5th mislead", :name "Spells
of the Mark"}], :option-pack "Eberron - Rising from the Last War", :name "Mark of
Shadow", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value
{:key :minor-illusion, :ability :orcpub.dnd.e5.character/cha}} {:level 3, :value
{:level 2, :key :invisibility, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-shadow}, :mark-of-handling-dex-
{:race :human-mark-of-handling, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Handling (DEX)", :abilities {:orcpub.dnd.e5.character/dex
1}, :key :mark-of-handling-dex-}, :mark-of-passage-cha- {:race :human-mark-of-
passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Passage (CHA)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :mark-of-
passage-cha-}, :warforged-int- {:race :warforged, :traits [], :name "Warforged
(INT)", :option-pack "Eberron - Rising from the Last War", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :warforged-int-, :props {:saving-throw-
advantage {:poisoned true}}}, :mark-of-passage-con- {:race :human-mark-of-
passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Passage (CON)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :mark-of-
passage-con-}}, :orcpub.dnd.e5/spells {:gust {:description "You seize the air and
compel it to create one of the following effects at a point you can see within
range:\n • One Medium or smaller creature that you choose must succeed on a
Strength saving throw or be pushed up to 5 feet away from you.\n • You create a
small blast of air capable of moving one object that is neither held nor carried
and that weighs no more than 5 pounds. This object is pushed up to 10 feet away
from you. It isn't pushed with enough force to cause damage.\n • You create a
harmless sensory effect using air, such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to billow impressively in a breeze.", :key :gust,
:school "transmutation", :name "Gust", :duration "Instantaneous", :level
0, :option-pack "Eberron - Rising from the Last War", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock
false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/selections {:artificer-
tool-proficiency {:options [{:description "You have proficiency with artisan's
tools (Alchemist's supplies).", :name "Alchemist's supplies"} {:description "You
have proficiency with artisan's tools (Brewer's supplies).", :name "Brewer's
supplies"} {:description "You have proficiency with artisan's tools (Calligrapher's
supplies).", :name "Calligrapher's supplies"} {:description "You have proficiency
with artisan's tools (Carpenter's tools).", :name "Carpenter's tools"}
{:description "You have proficiency with artisan's tools (Cartographer's
tools).", :name "Cartographer's tools"} {:description "You have proficiency with
artisan's tools (Cobbler's tools).", :name "Cobbler's tools"} {:description "You
have proficiency with artisan's tools (Cook's utensils).", :name "Cook's utensils"}
{:description "You have proficiency with artisan's tools (Glassblower's
tools).", :name "Glassblower's tools"} {:description "You have proficiency with
artisan's tools (Jeweler's tools).", :name "Jeweler's tools"} {:description "You
have proficiency with artisan's tools (Leatherworker's tools).", :name
"Leatherworker's tools"} {:description "You have proficiency with artisan's tools
(Mason's tools).", :name "Mason's tools"} {:description "You have proficiency with
artisan's tools (Painter's supplies).", :name "Painter's supplies"} {:description
"You have proficiency with artisan's tools (Potter's tools).", :name "Potter's
tools"} {:description "You have proficiency with artisan's tools (Smith's tools).",
:name "Smith's tools"} {:description "You have proficiency with artisan's tools
(Weaver's tools).", :name "Weaver's tools"} {:description "You have proficiency
with artisan's tools (Woodcarver's tools).", :name "Woodcarver's tools"}], :option-
pack "Eberron - Rising from the Last War", :name "Artificer Tool Proficiency", :key
:artificer-tool-proficiency}, :artificer-infusions {:options [{:description "Item:
A pair of boots (requires attunement)\n While wearing these boots, a creature can
teleport up to 15 feet as a bonus action to an unoccupied space the creature can
see. The creature must have occupied that space at some point during the current
turn.", :name "Infusion: Boots of the Winding Path (Prerequisite: 6th-level
artificer)"} {:description "Item: A suit of armor or a shield\n A creature gains
a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused
item.\n The bonus increases to +2 when you reach 10th level in this class. Enter
this manually as a custom item that grants AC.", :name "Infusion: Enhanced
Defense"} {:description "Item: A simple or martial weapon\n This magic weapon
grants a +1 bonus to attack and damage rolls made with it.\n The bonus increases
to +2 when you reach 10th level in this class.", :name "Infusion: Enhanced Weapon"}
{:description "Item: A simple or martial weapon (requires attunement)\n This
magic weapon grants a +1 bonus to attack and damage rolls made with it. While
holding it, the wielder can take a bonus action to cause it to shed bright light in
a 30-foot radius and dim light for an additional 30 feet. The wielder can
extinguish the light as a bonus action.\n The weapon has 4 charges. As a reaction
immediately after being hit by an attack, the wielder can expend 1 charge and cause
the attacker to be blinded until the end of the attacker's next turn, unless the
attacker succeeds on a Constitution saving throw against your spell save DC. The
weapon regains ld4 expended charges daily at dawn.", :name "Infusion: Radiant
Weapon (Prerequisite: 6th-level artificer)"} {:description "Item: A suit of armor
(requires attunement)\n While wearing this armor, a creature has resistance to
one of the following damage types, which you choose when you infuse the item: acid,
cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
thunder.", :name "Infusion: Resistant Armor (Prerequisite: 6th-level artificer)"}
{:description "Item: A simple or martial weapon with the thrown property\n This
magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged
attack.", :name "Infusion: Returning Weapon"} {:description "Using this infusion,
you replicate a particular magic item; an Alchemy Jug. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Alchemy Jug"} {:description "Using this infusion, you
replicate a particular magic item; a Bag of Holding. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Bag of Holding"} {:description "Using this infusion, you
replicate a particular magic item; a Cap of Water Breathing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Cap of Water Breathing"} {:description
"Using this infusion, you replicate a particular magic item; a Cloak of the Manta
Ray. See the item's description in the Dungeon Master's Guide for more information
about it, including the type of object required for its making and whether it
requires attunement.", :name "Infusion: Replicate Cloak of the Manta Ray
(Prerequisite: 6th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Goggles of Night. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Goggles of Night"} {:description "Using this infusion, you
replicate a particular magic item; a Lantern of Revealing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Lantern of Revealing (Prerequisite: 6th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Rope of Climbing. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Rope of
Climbing"} {:description "Using this infusion, you replicate a particular magic
item; Sending Stones. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Sending Stones"}
{:description "Using this infusion, you replicate a particular magic item; a Wand
of Magic Detection. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Wand of Magic
Detection"} {:description "Using this infusion, you replicate a particular magic
item; a Wand of Secrets. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Wand of Secrets"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
Elvenkind. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Boots of Elvenkind
(Prerequisite: 6th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Striding and Springing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Striding and Springing
(Prerequisite: 10th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of the Winterlands. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of the Winterlands (Prerequisite:
10th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Bracers of Archery. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Bracers of Archery (Prerequisite: 10th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Brooch of Shielding.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Brooch of Shielding (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Elvenkind. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Cloak of Elvenkind (Prerequisite: 6th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Cloak of Protection. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Cloak of Protection (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Eyes of Charming. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Eyes of
Charming (Prerequisite: 6th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Eyes of the Eagle. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Eyes of the Eagle (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Gauntlets of Ogre Power. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Gauntlets of Ogre Power (Prerequisite: 10th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Gloves of Missile Snaring.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gloves of Missile Snaring (Prerequisite:
10th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Gloves of Swimming and Climbing. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Gloves of Swimming and Climbing (Prerequisite: 10th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Gloves of Thievery. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Gloves of Thievery
(Prerequisite: 6th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Hat of Disguise. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Hat of Disguise (Prerequisite: 10th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Headband of Intellect. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Headband of Intellect
(Prerequisite: 10th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Helm of Telepathy. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Helm of Telepathy (Prerequisite: 10th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Medallion of Thoughts. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Medallion of Thoughts
(Prerequisite: 10th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Periapt of Wound Closure. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Periapt of Wound Closure (Prerequisite:
10th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Pipes of the Sewers. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Pipes of the Sewers (Prerequisite: 10th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Quiver of Ehlonna.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Quiver of Ehlonna (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Jumping. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Ring of
Jumping (Prerequisite: 10th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Mind Shielding. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Mind Shielding (Prerequisite:
10th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; a Ring of Water Walking. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Ring of Water Walking (Prerequisite: 6th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Slippers of Spider
Climbing. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Slippers of Spider
Climbing (Prerequisite: 10th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Winged Boots. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Winged Boots (Prerequisite: 10th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; an
Amulet of Health. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Amulet of Health
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Belt of Hill Giant Strength. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Belt of Hill Giant Strength (Prerequisite:
14th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Boots of Levitation. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Boots of Levitation (Prerequisite: 14th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Boots of Speed. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Speed (Prerequisite: 14th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Bracers of Defense. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Bracers of Defense
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Cloak of the Bat. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Cloak of the Bat (Prerequisite: 14th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item;
Dimensional Shackles. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Dimensional Shackles
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Gem of Seeing. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Gem of Seeing (Prerequisite: 14th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Horn
of Blasting. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Horn of Blasting
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Free Action. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Free Action (Prerequisite: 14th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Ring of Protection (Prerequisite: 14th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of the Ram. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of the Ram (Prerequisite:
14th-level artificer)"} {:description "Item: A simple or martial weapon with the
ammunition property (requires attunement)\n\nThis magic weapon grants a + 1 bonus
to attack and damage rolls made with it when it's used to make a ranged attack, and
it ignores the loading property if it has it.\n If you load no ammunition in
the weapon, it produces its own, automatically creating one piece of magic
ammunition when you make a ranged attack with it. The ammunition created by the
weapon vanishes the instant after it hits or misses a target.", :name "Infusion:
Repeating Shot"} {:description "Item: A shield (requires attunement)\n\nA creature
gains a + 1 bonus to Armor Class while wielding this shield.\n The shield has 4
charges. While holding it, the wielder can use a reaction immediately after being
hit by a melee attack to expend 1 of the shield's charges and push the attacker up
to 15 feet away. The shield regains ld4 expended charges daily at dawn.", :name
"Infusion: Repulsion Shield (Prerequisite: 6th-level artificer)"} {:description
"Item: A rod, staff, or wand (requires attunement)\n\nWhile holding this item, a
creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores
half cover when making a spell attack.\n The bonus increases to +2 when you
reach 10th level in this class.", :name "Enhanced Arcane Focus"} {:description
"Item: A gem worth at least 100 gp or a dragonshard\n\nYou learn intricate methods
for magically creating a special homunculus that serves you. The item you infuse
serves as the creature's heart, around which the creature's body instantly forms.\n
You determine the homunculus's appearance. Some artificers prefer mechanical-
looking birds, whereas some like winged vials or miniature, animate cauldrons.\n
The homunculus is friendly to you and your companions, and it obeys your commands.
See this creature's game statistics in the Homunculus Servant stat block.\n In
combat, the homunculus shares your initiative count, but it takes its turn
immediately after yours. It can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action, unless you take a bonus action on
your turn to command it to take the action in its stat block or the Dash,
Disengage, Help, Hide, or Search action.\n The homunculus regains 2d6 hit
points if the mending spell is cast on it. If it dies, it vanishes, leaving its
heart in its space.", :name "Homunculus Servant (Prerequisite: 6th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; an Armblade. See the item's description in chapter 5 of Rising from the Last
War for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Armblade"}
{:description "Using this infusion, you replicate a particular magic item; a
Prosthetic Limb. See the item's description in chapter 5 of Rising from the Last
War for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Prosthetic
Limb"} {:description "Using this infusion, you replicate a particular magic item; a
Wand Sheath. See the item's description in chapter 5 of Rising from the Last War
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Wand Sheath
(Prerequisite: 6th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Pipes of Haunting. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Pipes of Haunting (Prerequisite: 6th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Ventilating Lung. See the item's description in chapter 5 of Rising from the Last
War for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Ventilating
Lung (Prerequisite: 10th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; an Arcane Propulsion Arm. See the item's
description in chapter 5 of Rising from the Last War for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Arcane Propulsion Arm (Prerequisite: 14th-
level artificer)"} {:description "Item: A suit of armor (requires attunement)\
nWhile wearing this armor, a creature can use its Intelligence modifier in place of
its Strength modifier when making Strength checks and Strength saving throws.\n
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer
can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges
daily at dawn.", :name "Infusion: Armor of Magical Strength (Prerequisite: 10th-
level artificer)"} {:description "Item: A suit of armor\nAs an action, a creature
wearing this infused armor can integrate into it artisan's tools or thieves' tools.
The tools remain integrated in the armor for 8 hours or until the wearer removes
the tools as an action. The armor can have only one tool integrated at a time.\n
The wearer can add its Intelligence modifier to any ability checks it makes with
the integrated tool. The wearer must have a hand free to use the tool.", :name
"Infusion: Armor of Tools"} {:description "Item: A helmet (requires attunement)\
nWhile wearing this helmet, a creature has advantage on initiative rolls. In
addition, the wearer can't be surprised, provided it isn't incapacitated.", :name
"Infusion: Helm of Awareness (Prerequisite: 10th-level artificer)"} {:description
"Item: A suit of armor or robes\nThe infused item can send a jolt to the wearer to
refocus their mind. While wearing this infused item, whenever the creature fails a
Constitution saving throw to maintain concentration on a spell, it can use its
reaction to succeed instead.", :name "Infusion: Mind Sharpener"} {:description
"Item: A ring (requires attunement)\nWhile wearing this ring, the creature can
recover one expended spell slot as an action. The maximum level of the recovered
slot is equal to the number of magic items the wearer is currently attuned to. Once
used, the ring can't be used again until the next dawn.", :name "Infusion: Spell-
Refueling Ring (Prerequisite: 6th-level artificer)"}], :option-pack "Eberron -
Rising from the Last War", :name "Artificer Infusions", :key :artificer-
infusions}}, :orcpub.dnd.e5/races {:bugbear {:key :bugbear, :speed 30, :name
"Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str
2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "Bugbears are savage goblinoids, and proud of
it.", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth
true}}, :traits [{:description "When you make a melee attack on your turn, your
reach for it is 5 feet greater than normal.", :name "Long-Limbed"} {:description
"You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You
are proficient in the Stealth skill.", :name "Sneaky"} {:description "If you
surprise a creature and hit it with an attack on your first turn in combat, the
attack deals an extra 2d6 damage to it. You can use this trait only once per
combat.", :name "Surprise Attack"}]}, :human-mark-of-handling {:key :human-mark-of-
handling, :speed 30, :name "Human, Mark of Handling", :spells [{:value {:level
1, :key :animal-friendship, :ability :orcpub.dnd.e5.character/wis}} {:value {:level
1, :key :speak-with-animals, :ability :orcpub.dnd.e5.character/wis}}], :abilities
{:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Handling gives its bearer a primal
connection to beasts and the natural world, granting the power to calm and coax.
This extends beyond purely natural animals; the mark allows its bearer to guide a
hippogriff as easily as a horse.", :profs {:language-options {:options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan
true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "When you make a Wisdom (Animal
Handling) or Intelligence (Nature) check, you can roll a d4 and add the number
rolled to the ability check.", :name "Wild Intuition"} {:description "You can cast
the animal friendship and speak with animals spells with this trait, requiring no
material component. Once you cast either spell with this trait, you can't cast that
spell with it again until you finish a short or long rest. Wisdom is your
spellcasting ability for these spells.", :name "Primal Connection"} {:description
"Starting at 3rd level, you can target a beast or monstrosity when you cast animal
friendship or speak with animals, provided the creature's Intelligence score is 3
or lower.", :name "The Bigger They Are"} {:description "If you have the
Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling
Spells table are added to the spell list of your spellcasting class.\n\nMARK OF
HANDLING SPELLS\nSpell Level Spells\n lst animal friendship, speak
with animals\n 2nd beast sense, calm emotions\n 3rd beacon of
hope, conjure animals\n 4th aura of life, dominate beast\n 5th
awaken", :name "Spells of the Mark"}]}, :half-elf-mark-of-storm {:key :half-elf-
mark-of-storm, :speed
30, :name "Half-Elf, Mark of Storm", :darkvision 60, :spells [{:value {:level
0, :key :gust, :ability :orcpub.dnd.e5.character/cha}} {:level 3, :value {:level 2,
:key :gust-of-wind, :ability :orcpub.dnd.e5.character/cha}}], :abilities
{:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "Wind
and water welcome the half-elves who carry the Mark of Storm, and some learn to
call on the power of the storm itself.", :profs {:language-options {:options
{:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common" "Elvish"}, :props {:damage-resistance {:lightning
true}}, :traits [{:description "When you make a Dexterity (Acrobatics) check or any
ability check involving navigator's tools, you can roll a d4 and add the number
rolled to the ability check.", :name "Windwright's Intuition"} {:description "You
have resistance to lightning damage.", :name "Storm's Boon"} {:description "You
know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell
once with this trait, and you regain the ability to cast it when you finish a long
rest. Charisma is your spellcasting ability for these spells.", :name "Headwinds"}
{:description "If you have the Spell casting or the Pact Magic class feature, the
spells on the Mark of Storm Spells table are added to the spell list of your
spellcasting class.\n\nMARK OF STORM SPELLS\nSpell Level Spells\n 1st
feather fall, fog cloud\n 2nd gust of wind, levitate\n 3rd
sleet storm, wind wall\n 4th conjure minor elemental, control water\n
5th conjure elemental", :name "Spells of the Mark"} {:description "You have
advantage on saving throws against being charmed, and magic can't put you to
sleep.", :name "Fey Ancestry"}]}, :half-orc-mark-of-finding {:key :half-orc-mark-
of-finding, :speed 30, :name "Half-Orc, Mark of Finding", :darkvision 60, :spells
[{:value {:level 1, :key :hunters-mark, :ability :orcpub.dnd.e5.character/wis}}
{:value {:level 2, :key :locate-object, :ability
:orcpub.dnd.e5.character/wis}, :level 3}], :abilities {:orcpub.dnd.e5.character/wis
2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Finding sharpens the senses, guiding the
hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two
races: humans and half-orcs. It first appeared in the Shadow Marches, where clan
hunters used it to find their prey.", :languages #{"Common" "Goblin"}, :traits
[{:description "When you make a Wisdom (Perception) or Wisdom (Survival) check, you
can roll a d4 and add the number rolled to the ability check.", :name "Hunter's
Intuition"} {:description "You can cast the hunter's mark spell with this trait.
Starting at 3rd level, you can also cast the locate object spell with it. Once you
cast either spell with this trait, you can't cast that spell with it again until
you finish a long rest. Wisdom is your spellcasting ability for these
spells.", :name "Finder's Magic"} {:description "If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark of Finding Spells table are
added to the spell list of your spellcasting class.\n\nMARK OF FINDING SPELLS\
nSpell Level Spells\n lst faerie fire, longstrider\n 2nd
locate animals or plants, locate object\n 3rd clairvoyance, speak with
plants\n 4th divination, locate creature\n 5th commune with
nature", :name "Spells of the Mark"}]}, :human-mark-of-making {:key :human-mark-of-
making, :speed 30, :name "Human, Mark of Making", :spells [{:value
{:key :mending, :ability :orcpub.dnd.e5.character/int}} {:value {:level
2, :key :magic-weapon, :ability :orcpub.dnd.e5.character/int}}], :abilities
{:orcpub.dnd.e5.character/int 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Making guides its bearer through any act of
creation. The bearer of the mark can mend broken things with a touch, and always
has a minor magic item they've been working on. An artificer or a wizard will get
the most out of the mark, but anyone can find a use for an enchanted
blade.", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "When you make an Arcana check
or an ability check involving artisan's tools, you can roll a d4 and add the number
rolled to the ability check.", :name "Artisan's Intuition"} {:description "You gain
proficiency with one type of artisan's tools of your choice. Enter this manually.",
:name "Maker's Gift"} {:description "You know the mending cantrip. You can also
cast the magic weapon spell with this trait. When you do so, the spell lasts for 1
hour and doesn't require concentration. Once you cast the spell with this trait,
you can't do so again until you finish a long rest. Intelligence is your
spellcasting ability for these spells.", :name "Spellsmith"} {:description "If you
have the Spellcasting or the Pact Magic class feature, the spells on the Mark of
Making Spells table are added to the spell list of your spellcasting class.\n\nMARK
OF MAKING SPELLS\nSpell Level Spells\n lst identify, Tenser's floating
disk\n 2nd continual flame, magic weapon\n 3rd conjure barrage,
elemental weapon\n 4th fabricate, stone shape\n 5th
creation", :name "Spells of the Mark"}]}, :human-mark-of-finding {:key :human-mark-
of-finding, :speed 30, :name "Human, Mark of Finding", :darkvision 60, :spells
[{:value {:level 1, :key :hunters-mark, :ability :orcpub.dnd.e5.character/wis}}
{:value {:level 2, :key :locate-object, :ability
:orcpub.dnd.e5.character/wis}, :level 3}], :abilities {:orcpub.dnd.e5.character/wis
2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Finding sharpens the senses, guiding the
hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two
races: humans and half-orcs. It first appeared in the Shadow Marches, where clan
hunters used it to find their prey.", :languages #{"Common" "Goblin"}, :traits
[{:description "When you make a Wisdom (Perception) or Wisdom (Survival) check, you
can roll a d4 and add the number rolled to the ability check.", :name "Hunter's
Intuition"} {:description "You can cast the hunter's mark spell with this trait.
Starting at 3rd level, you can also cast the locate object spell with it. Once you
cast either spell with this trait, you can't cast that spell with it again until
you finish a long rest. Wisdom is your spellcasting ability for these
spells.", :name "Finder's Magic"} {:description "If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark of Finding Spells table are
added to the spell list of your spellcasting class.\n\nMARK OF FINDING SPELLS\
nSpell Level Spells\n lst faerie fire, longstrider\n 2nd
locate animals or plants, locate object\n 3rd clairvoyance, speak with
plants\n 4th divination, locate creature\n 5th commune with
nature", :name "Spells of the Mark"}]}, :hobgoblin {:key :hobgoblin, :speed
30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con
2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "Hobgoblins are the leaders of the goblinoid races,
enforcing their will on goblins and bugbears.", :languages #{"Common"
"Goblin"}, :props {:armor-prof {:light true}}, :traits [{:description "You are
proficient with two martial weapons of your choice and with light armor. Enter the
weapon proficiencies manually.", :name "Martial Training"} {:description
"Hobgoblins are careful not to show weakness in front of their allies, for fear of
losing status. If you miss with an attack roll or fail an ability check or a saving
throw, you can gain a bonus to the roll equal to the number of allies you can see
within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use
it again until you finish a short or long rest.", :name "Saving Face"}]}, :human-
mark-of-passage {:key :human-mark-of-passage, :speed 35, :name "Human, Mark of
Passage", :spells [{:value {:level 2, :key :misty-
step, :ability :orcpub.dnd.e5.character/dex}}], :abilities
{:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Passage governs motion, allowing its bearer
to move with uncanny speed. The bearer of the mark can even slip through space in
the blink of an eye.", :profs {:language-options {:options {:draconic true, :deep-
speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "Your base walking speed
increases to 35 feet.", :name "Courier's Speed"} {:description "When you make a
Dexterity (Acrobatics) check or any ability check to operate or maintain a land
vehicle, you can roll a d4 and add the number rolled to the ability check.", :name
"Intuitive Motion"} {:description "You can cast the misty step spell once with this
trait, and you regain the ability to cast it when you finish a long rest. Dexterity
is your spellcasting ability for this spell.", :name "Magical
Passage"} {:description "If you have the Spellcasting or the Pact Magic class
feature, the spells on the Mark of Passage Spells table are added to the spell list
of your spellcasting class.\n\nMARK OF PASSAGE SPELLS\nSpell Level Spells\n
1st expeditious retreat, jump\n 2nd misty step, pass without
trace\n 3rd blink, phantom steed\n 4th dimension door, freedom
of movement\n 5th teleportation circle", :name "Spells of the
Mark"}]}, :half-elf-mark-of-detection {:key :half-elf-mark-of-detection, :speed 30,
:name "Half-Elf, Mark of Detection", :darkvision 60, :spells [{:value {:level
1, :key :detect-magic, :ability :orcpub.dnd.e5.character/int}} {:value {:level
1, :key :detect-poison-and-disease, :ability :orcpub.dnd.e5.character/int}} {:value
{:level 2, :key :see-invisibility, :ability :orcpub.dnd.e5.character/int}, :level
3}], :abilities {:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack
"Eberron - Rising from the Last War", :help "The Mark of Detection is an
inquisitive's dream. It sharpens powers of observation and intuition, allowing the
bearer to draw connections and interpret clues others might miss. By actively
drawing on its powers, the bearer can detect poisons and study the energies of
magic.", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
false, :abyssal true, :infernal true, :celestial true, :common false, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common" "Elvish"}, :traits [{:description "You have advantage on
saving throws against being charmed, and magic can't put you to sleep.", :name "Fey
Ancestry"} {:description "When you make an Intelligence (Investigation) or a Wisdom
(Insight) check, you can roll a d4 and add the number rolled to the ability
check.", :name "Deductive Intuition"} {:description "You can cast the detect magic
and detect poison and disease spells with this trait. Starting at 3rd level, you
can also cast the see invisibility spell with it. Once you cast any of these spells
with this trait, you can't cast that spell with it again until you finish a long
rest. Intelligence is your spellcasting ability for these spells, and you don't
require material components for them.", :name "Magical Detection"} {:description
"If you have the Spellcasting or the Pact Magic class feature, the spells on the
Mark of Detection Spells table are added to the spell list of your spellcasting
class.\n\nMARK OF DETECTION SPELLS\nSpell Level Spells\n lst detect
evil and good, detect poison and disease\n 2nd detect thoughts, find
traps\n 3rd clairvoyance, nondetection\n 4th arcane eye,
divination\n 5th legend lore", :name "Spells of the Mark"}]}, :human-
mark-of-sentinel {:key :human-mark-of-sentinel, :speed 30, :name "Human, Mark of
Sentinel", :spells [{:value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/wis}}], :abilities
{:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an
heir to respond to threats with uncanny speed. It can shield its bearer from harm.
Whether on the battlefield or the ballroom, someone who carries the Mark of
Sentinel is prepared for danger.", :profs {:language-options {:options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan
true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "When you make a Wisdom
(Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled
to the ability check.", :name "Sentinel's Intuition"} {:description "You can cast
the shield spell once with this trait, and you regain the ability to cast it after
you finish a long rest. Wisdom is your spellcasting ability for this spell.", :name
"Guardian's Shield"} {:description "When a creature you can see within 5 feet of
you is hit by an attack roll, you can use your reaction to swap places with that
creature, and you are hit by the attack instead. Once you use this trait, you can't
do so again until you finish a long rest.", :name "Vigilant Guardian"}
{:description "If you have the Spellcasting or the Pact Magic class feature, the
spells on the Mark of Sentinel Spells table are added to the spell list of your
spellcasting class.\n\nMARK OF SENTINEL SPELLS\nSpell Level Spells\n lst
compelled duel, shield of faith\n 2nd warding bond, zone of truth\n 3rd
counterspell, protection from energy\n 4th death ward, guardian of faith\
n 5th Bigby's hand", :name "Spells of the Mark"}]}, :orc-eberron-
{:key :orc-eberron-, :speed 30, :name "Orc (Eberron)", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str
2}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
orcs of Eberron are a passionate people, given to powerful emotion and deep
faith.", :profs {:skill-options {:options {:animal-handling true, :insight
true, :intimidation true, :medicine true, :nature true, :perception true, :survival
true}, :choose 2}}, :languages #{"Common" "Orc"}, :props {:skill-prof
{:intimidation false}}, :traits [{:name "Aggressive", :description "As a bonus
action, you can move up to your speed toward an enemy of your choice that you can
see or hear. You must end this move closer to the enemy than you started."} {:name
"Powerful Build", :description "You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or lift."} {:description "You
have proficiency in two of the following skills of your choice: Animal Handling,
Insight, Intimidation, Medicine, Nature, Perception, and Survival.", :name "Primal
Intuition"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision
60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con
1}, :size :small, :option-pack "Eberron - Rising from the Last War", :help "Many
goblins are the descendants of slaves that were freed when Galifar united the five
nations of Khorvaire. Though Galifars kingdom splintered these city goblins remain
a free people, though they're considered a lower class citizen in most cities.
Goblins are also found in large numbers in Darguun, the new goblinoid
nation.", :languages #{"Common" "Goblin"}, :traits [{:description "When you damage
a creature with an attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to the creature. The extra
damage equals your level. Once you use this trait, you can't use it again until you
finish a short or long rest.", :name "Fury of the Small"} {:description "You can
take the Disengage or Hide action as a bonus action on each of your turns.", :name
"Nimble Escape"}]}, :changeling {:key :changeling, :speed 30, :name
"Changeling", :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-
pack "Eberron - Rising from the Last War", :help "A changeling can shift its face
and form with a thought. Many changelings use this gift as a form of artistic and
emotional expression, but it's an invaluable tool for grifters, spies, and others
who wish to deceive. This leads many people to treat known changelings with fear
and suspicion.", :profs {:skill-options {:choose 2, :options {:deception
true, :insight true, :intimidation true, :persuasion true}}, :language-options
{:choose 2, :options {:draconic true, :deep-speech true, :orc true, :dwarvish true,
:gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal
true, :celestial true, :common true, :undercommon true, :primordial true, :giant
true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits
[{:description "As an action, you can change your appearance and your voice. You
determine the specifics of the changes, including your coloration, hair length, and
sex. You can also adjust your height and weight, but not so much that your size
changes. You can make yourself appear as a member of another race, though none of
your game statistics change. You can't duplicate the appearance of a creature
you've never seen, and you must adopt a form that has the same basic arrangement of
limbs that you have. Your clothing and equipment aren't changed by this trait.\n
You stay in the new form until you use an action to revert to your true form or
until you die.", :name "Shapechanger"} {:description "You gain proficiency with two
of the following skills of your choice: Deception, Insight, Intimidation, and
Persuasion.", :name "Changeling Instincts"}]}, :warforged {:key :warforged, :speed
30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con
2}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
warforged were built to fight in the Last War, an unexpected breakthrough producing
sapient soldiers, giving rise to what some have only grudgingly accepted as a new
species.", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}, :language-options
{:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial
true, :common true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}, :choose 1}}, :languages #{"Common"}, :props {:damage-
resistance {:poison true}}, :traits [{:description "You were created to have
remarkable fortitude, represented by the following benefits:\n • You have
advantage on saving throws against being poisoned, and you have resistance to
poison damage.\n • You don't need to eat, drink, or breathe.\n • You are immune
to disease.\n • You don't need to sleep, and magic can't put you to
sleep.", :name "Constructed Resilience"} {:description "When you take a long rest,
you must spend at least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn't render you unconscious,
and you can see and hear as normal.", :name "Sentry's Rest"} {:description "Your
body has built-in defensive layers, which can be enhanced with armor:\n • You
gain a +1 bonus to Armor Class. Enter this manually as a custom item that grants +1
AC.\n • You can don only armor with which you have proficiency. To don armor, you
must incorporate it into your body over the course of 1 hour, during which you
remain in contact with the armor. To doff armor, you must spend 1 hour removing it.
You can rest while donning or doffing armor in this way.\n • While you live, your
armor can't be removed from your body against your will.", :name "Integrated
Protection"} {:description "You gain one skill proficiency and one tool proficiency
of your choice. Enter the tool proficiency manually.", :name "Specialized
Design"}]}, :shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision
60, :size :medium, :option-pack "Eberron - Rising from the Last War", :help
"Shifters are sometimes called the weretouched, as many believe they are the
descendants of humans and lycanthropes.", :languages #{"Common"}, :traits [{:name
"Shifting", :description "As a bonus action, you can assume a more bestial
appearance. This transformation lasts for 1 minute, until you die, or until you
revert to your normal appearance as a bonus action. When you shift, you gain
temporary hit points equal to your level + your Constitution modifier (minimum of 1
temporary hit point). You also gain additional benefits that depend on your shifter
subrace, described below.\n Once you shift, you can't do so again until you
finish a short or long rest."}]}, :kalashtar {:key :kalashtar, :speed 30, :name
"Kalashtar", :abilities {:orcpub.dnd.e5.character/wis 2,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Eberron - Rising from
the Last War", :help "Kalashtar are a compound people, created from the union of
humanity and renegade spirits from the plane of dreams - spirits called
quori.", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common" "Quori"}, :props {:damage-resistance {:psychic
true}}, :traits [{:name "Dual Mind", :description "You have advantage on all Wisdom
saving throws."} {:name "Mental Discipline", :description "You have resistance to
psychic damage."} {:description "You can speak telepathically to any creature you
can see, provided the creature is within a number of feet of you equal to 10 times
your level. You don't need to share a language with the creature for it to
understand your telepathic utterances, but the creature must be able to understand
at least one language.\n When you're using this trait to speak telepathically
to a creature, you can use your action to give that creature the ability to speak
telepathically with you for 1 hour or until you end this effect as an action. To
use this ability, the creature must be able to see you and must be within this
trait's range. You can give this ability to only one creature at a time; giving it
to a creature takes it away from another creature who has it.", :name "Mind Link"}
{:description "Kalashtar sleep, but they don't connect to the plane of dreams as
other creatures do. Instead, their minds draw from the memories of their
otherworldly spirit while they sleep. As such, you are immune to spells and other
magical effects that require you to dream, like dream, but not to spells and other
magical effects that put you to sleep, like sleep.", :name "Severed from
Dreams"}]}}}, "UA - Feats (2020)" {:orcpub.dnd.e5/feats {:practiced-expert
{:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Practiced Expert", :description "You have honed
your proficiency with particular skills or tools, gaining the following benefits:\n
• Increase one ability score of your choice by 1, to a maximum of 20.\n • You
gain proficiency with one skill or tool of your choice.\n • Choose one of your
skill or tool proficiencies. Your proficiency bonus is doubled for any ability
check you make that uses the chosen proficiency.", :props {:skill-tool-choice
1}, :key :practiced-expert}, :eldritch-adept-prerequisite-spellcasting-or-pact-
magic-feature- {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "UA
- Feats (2020)", :name "Eldritch Adept (Prerequisite: Spellcasting or Pact Magic
feature)", :description "Studying occult lore, you have unlocked eldritch power
within yourself: 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.\n Whenever you
gain a level, you can replace the invocation with another one from the warlock
class.", :key :eldritch-adept-prerequisite-spellcasting-or-pact-magic-
feature-}, :gunner {:ability-increases #{:orcpub.dnd.e5.character/dex}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Gunner", :description "You have a
quick hand and keen eye when employing firearms, granting you the following
benefits:\n • Increase your Dexterity score by 1, to a maximum of 20.\n • You
gain proficiency with firearms (see \"Firearms\" in the Dungeon Master's Guide).\n
• You ignore the loading property of firearms.\n • Being within 5 feet of a
hostile creature doesn't impose disadvantage on your ranged attack
rolls.", :key :gunner}, :tandem-tactician {:ability-increases #{}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Tandem Tactician", :description "Your
presence in a scrap tends to elevate your comrades. You gain the following
benefits:\n • You can use the Help action as a bonus action.\n • When you use
the Help action to aid an ally in attacking a creature, increase the range of the
Help action by 10 feet. Additionally, you can help two allies targeting the same
creature within range when you use the Help action this way.", :key :tandem-
tactician}, :metamagic-adept-prerequisite-spellcasting-or-pact-magic-feature-
{:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "UA - Feats
(2020)", :name "Metamagic Adept (Prerequisite: Spellcasting or Pact Magic
feature)", :description "You've learned how to exert your will on your spells to
alter how they function. You gain the following benefits:\n • You learn two
Metamagic options of your choice from the sorcerer class. You can use only one
Metamagic option on a spell when you cast it, unless the option says otherwise.
Whenever you gain a level, you can replace one of your Metamagic options with
another one from the sorcerer class.\n • You gain 2 sorcery points to spend on
Metamagic (these points are added to any sorcery points you have from another
source but can be used only on Metamagic). You regain all spent sorcery points when
you finish a long rest.", :key :metamagic-adept-prerequisite-spellcasting-or-pact-
magic-feature-}, :fighting-initiate-prerequisite-proficiency-with-a-martial-weapon-
{:ability-increases #{}, :prereqs #{}, :option-pack "UA - Feats (2020)", :name
"Fighting Initiate (Prerequisite: Proficiency with a martial weapon)", :description
"Your martial training has helped you develop a particular style of fighting. As a
result, you learn one Fighting Style option of your choice from the fighter class.
If you already have a style, the one you choose must be different.\n Whenever you
gain a level, you can replace this feat's fighting style with another one from the
fighter class that you don't have.", :key :fighting-initiate-prerequisite-
proficiency-with-a-martial-weapon-}, :shadow-touched {:ability-increases
#{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Shadow Touched", :description "You learn how to
bend shadows from your experience with the Shadowfell. You gain the following
benefits:\n • Increase your Intelligence, Wisdom, or Charisma score by 1, to a
maximum of 20.\n • You learn the darkness spell and one 1st-level spell of your
choice. The 1st-level spell must be from the illusion or necromancy school of
magic. You can cast each of these spells without expending a spell slot. Once you
cast either of these spells in this way, you can't cast that spell in this way
again until you finish a long rest. You can also cast these spells using spell
slots you have of the appropriate level. The spells' spellcasting ability is the
ability increased by this feat.", :key :shadow-touched}, :artificer-initiate
{:ability-increases #{}, :prereqs #{}, :option-pack "UA - Feats (2020)", :name
"Artificer Initiate", :description "You've learned some of an artificer's
inventiveness, granting you the following benefits:\n • You learn one cantrip of
your choice from the artificer spell list, and you learn
one 1st-level spell of your choice from that list. Intelligence is your
spellcasting ability for these spells. Whenever you gain a level, you can replace
one of these spells with another spell of the same level from the artificer spell
list. Enter these spells manually.\n • You can cast this feat's 1st-level spell
without a spell slot, and you must finish a long rest before you can cast it in
this way again. You can also cast the spell using any spell slots you have.\n •
You gain proficiency with one type of artisan's tools of your choice, and you can
use that type of tool as a spellcasting focus for any spell you cast that uses
Intelligence as its spellcasting ability.", :props {:magic-novice false, :skill-
tool-choice 1}, :key :artificer-initiate}, :slasher {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Slasher", :description "You've
learned where to cut to have the greatest results, granting you the following
benefits:\n • Increase your Strength or Dexterity by 1, to a maximum of 20.\n •
Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next
turn.\n • When you score a critical hit that deals slashing damage to a creature,
you grievously wound it. Until the start of your next turn, the target has
disadvantage on all attack rolls.", :key :slasher}, :poisoner {:ability-increases
#{}, :prereqs #{}, :option-pack "UA - Feats (2020)", :name "Poisoner", :description
"You can prepare and deliver deadly poisons, gaining the following benefits:\n •
When you make a damage roll, you ignore resistance to poison damage.\n • You can
coat a weapon in poison as a bonus action, instead of an action.\n • You gain
proficiency with the poisoner's kit if you don't already have it. With one hour of
work using a poisoner's kit and expending 50 gp worth of materials, you can create
a number of doses of potent poison equal to your proficiency bonus. Once applied,
the poison retains potency for 1 minute, or until you hit with the weapon. When a
weapon coated in this poison deals damage to a creature, that creature must succeed
on a DC 14 Constitution saving throw or take 2d8 damage and become poisoned until
the end of your next turn.", :props {:tool-prof-or-expertise {:poisoners-kit true},
:skill-tool-choice 1}, :key :poisoner}, :fey-touched {:ability-increases
#{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Fey Touched", :description "Your exposure to the
Feywild or one of its denizens has left a magical mark on you. You gain the
following benefits:\n • Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.\n • You learn the misty step spell and one 1st-level spell
of your choice. The 1st-level spell must be from the divination or enchantment
school of magic. You can cast each of these spells without expending a spell slot.
Once you cast either of these spells in this way, you can't cast that spell in this
way again until you finish a long rest. You can also cast these spells using spell
slots you have of the appropriate level. The spells' spellcasting ability is the
ability increased by this feat.", :key :fey-touched}, :shield-training {:ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Shield Training", :description "You've trained in
the effective use of shields. You gain the following benefits:\n • Increase your
Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\n • You gain
proficiency with shields.\n • In combat, you can don or doff a shield as the free
object interaction on your turn.\n • If you have the Spellcasting or Pact Magic
feature, you can use a shield as a spellcasting focus.", :props {:armor-prof
{:shields true}}, :key :shield-training}, :chef {:ability-increases
#{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/wis}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Chef", :description "Time and effort
spent mastering the culinary arts has paid off. You gain the following benefits:\n
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.\n • You
gain proficiency with cook's utensils if you don't already have it.\n • As part
of a short rest, you can cook special food, provided you have ingredients and
cook's utensils on hand. You can prepare enough of this food for a number of
creatures equal to 4 + your proficiency bonus. At the end of the short rest, any
creature who eats the food and spends one or more Hit Dice to regain hit points
regains an extra 1d8 hit points.\n • With one hour of work or when you finish a
long rest, you can cook a number of treats equal to your proficiency bonus. These
special treats last 8 hours after being made. A creature can use a bonus action to
eat one of those treats to gain temporary hit points equal to your proficiency
bonus.", :props {:tool-prof-or-expertise {:cooks-utensils true}, :skill-tool-choice
1}, :key :chef}, :piercer {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Piercer", :description "You have
achieved a penetrating precision in combat, granting you the following benefits:\n
• Increase your Strength or Dexterity by 1, to a maximum of 20.\n • Once per
turn, when you hit a creature with an attack that deals piercing damage against a
creature, you can reroll one of the attack's damage dice, and you must use the new
roll.\n • When you score a critical hit that deals piercing damage to a creature,
you can roll one additional damage die when determining the extra piercing damage
the target takes.", :key :piercer}, :tracker {:ability-increases
#{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats
(2020)", :name "Tracker", :description "You have spent time hunting creatures and
honed your skills, gaining the following benefits:\n • Increase your Wisdom score
by 1, to a maximum of 20.\n • You learn the hunter's mark spell. You can cast it
once without expending a spell slot, and you must finish a long rest before you can
cast it in this way again. You can also cast the spell using any spell slots you
have. Wisdom is your spellcasting ability for this spell.\n • You have advantage
on Wisdom (Survival) checks to track creatures.", :key :tracker}, :crusher
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/str}, :prereqs #{}, :option-pack "UA - Feats
(2020)", :name "Crusher", :description "You are practiced in the art of crushing
your enemies, granting you the following benefits:\n • Increase your Strength or
Dexterity by 1, to a maximum of 20.\n • Once per turn, when you hit a creature
with an attack that deals bludgeoning damage, you can move it 5 feet to an
unoccupied space, provided the target is no more than one size larger than you.\n
• When you score a critical hit that deals bludgeoning damage to a creature, attack
rolls against that creature are made with advantage until the end of your next
turn.", :key :crusher}}}, "UA - Elf Subraces" {:orcpub.dnd.e5/languages
{:primordial-aquan- {:description "A dialect of Primordial spoken by creatures
native to the Elemental Plane of Water; Aquan is a flowing language full of
subtleties of meaning. It uses the Elven alphabet.", :key :primordial-aquan-, :name
"Primordial (Aquan)", :option-pack "UA - Elf Subraces"}, :primordial-auran-
{:description "A dialect of Primordial spoken by creatures native to the Elemental
Plane of Air; Auran is a breathy, relaxed language that sounds like a slow exhaling
of air. It uses the Draconic alphabet.", :key :primordial-auran-, :name "Primordial
(Auran)", :option-pack "UA - Elf Subraces"}, :primordial-ignan- {:description "A
dialect of Primordial used by creatures native to the Elemental Plane of Fire;
Ignan is a language full of sharp clicks and hisses. It uses the Draconic
alphabet.", :key :primordial-ignan-, :name "Primordial (Ignan)", :option-pack "UA -
Elf Subraces"}, :primordial-terran- {:description "A dialect of Primordial used by
creatures native to the Elemental Plane of Earth; Terran is a rumbling language
with deep tones that reverberate through the listener. It uses the Dwarvish
alphabet.", :key :primordial-terran-, :name "Primordial (Terran)", :option-pack "UA
- Elf Subraces"}}, :orcpub.dnd.e5/subraces {:avariel {:key :avariel, :name
"Avariel", :option-pack "UA - Elf Subraces", :props {:language {:auran
false, :primordial-auran- true}}, :race :elf, :traits [{:description "You have a
flying speed of 30 ft. To use this speed, you can't be wearing medium or heavy
armor.", :name "Flight"}]}, :grugach {:abilities {:orcpub.dnd.e5.character/str
1}, :key :grugach, :name "Grugach", :option-pack "UA - Elf Subraces", :props
{:language {:sylvan true}, :weapon-prof {:longbow true, :net true, :shortbow
true, :spear true}}, :race :elf, :spells [{:value {:ability :wis}}], :traits
[{:description "You know one cantrip of your choice from the druid spell list.
Wisdom is you spellcasting ability for it.", :name "Cantrip"} {:description "Unlike
other elves, you don't speak, read, or write Common. You instead\tspeak, read, and
write Sylvan.\n", :name "Languages"}]}, :sea-elf {:abilities
{:orcpub.dnd.e5.character/con 1}, :key :sea-elf, :name "Sea Elf", :option-pack "UA
Elf Subraces", :props {:language {:primordial-aquan- true}, :weapon-prof
{:crossbow-light true, :net true, :spear true, :trident true}}, :race :elf, :traits
[{:description "You have a swimming speed of 30 feet, and you can breath air and
water.", :name "Child of the Sea"} {:description "Using gestures
and sounds, you can communicate simple ideas with Small or smaller beasts that
have an inborn swimming speed.", :name "Friend of the Sea"}]}, :shadar-kai
{:abilities {:orcpub.dnd.e5.character/cha 1}, :key :shadar-kai, :name "Shadar-Kai",
:option-pack "UA - Elf Subraces", :race :elf, :spells [{:value
{:ability :cha}}], :traits [{:description "You know one of following cantrips:
chill touch, spare the dying, or thaumaturgy. Charisma is your spellcasting ability
for it.", :name "Cantrip"} {:description "As a bonus action, you can magically
teleport up to 15 feet to an unoccupied space you can see, and you gain resistance
to all damage until the start of your next turn. During that time, you appear
ghostly and translucent. You can use this ability once per short or long
rest.", :name "Blessing of the Raven Queen"}]}}}, "Adventurers League - Descent
Into Avernus" {:orcpub.dnd.e5/backgrounds {:baldurs-gate-hermit {:equipment
{:blanket 1, :case-map-or-scroll 1, :clothes-common 1, :herbalism-kit
1}, :key :baldurs-gate-hermit, :name "Baldur's Gate Hermit", :option-pack "descent
into avernus", :profs {:language-options {:choose 1, :options {:any true}}, :skill
{:medicine true, :religion true}, :tool {:herbalism-kit true}}, :traits [{:name
"Baldur's Gate Feature: The Real City", :description "You know the Baldur's Gate
most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You
know where to go in the Lower City and Outer City for anonymity. Tn these slums and
alley camps, you can get a damp bed and a bad meal, but also a degree of privacy
and no questions asked. Living here isn't comfortable, but it's unlikely anyone
will find you - and you can stay as long as you want."}], :treasure {:gp 5}, :help
"While some might think it strange to find hermits in a bustling city, others know
that sometimes the most profound solitude exists in the midst of a crowd. Baldur's
Gate holds a handful of souls who manage to find isolation amid its
tumult."}, :faceless {:traits [{:name "Dual Personalities", :description "Most of
your fellow adventurers and the world know you as your persona. Those who seek to
learn more about you - your weaknesses, your origins, your purpose-find themselves
stymied by your disguise. Upon donning a disguise and behaving as your persona, you
are unidentifiable as your true self. By removing your disguise and revealing your
true face, you are no longer identifiable as your persona. This allows you to
change appearances between your two personalities as often as you wish, using one
to hide the other or serve as convenient camouflage. However, should someone
realize the connection between your persona and your true self, your deception
might lose its effectiveness."}], :name "Faceless", :option-pack "descent into
avernus", :help "Being who you are, you could never be a hero. Wheter due to your
class, your people, your family, or your sins, something about you prevents you
from effectively persuing the path you've chossen. Even so, that doesn't stop you.
You've left your old face behind, taking on a new persona, becoming something more.
Characters with the faceless background don a disguise - literally or otherwise -
as they adventure. This persona might be dramatic or subtle. in a way, though, many
characters have such larger then life personalities. Therforee, this background
largely focuses on detailing the hero behind the mask.", :profs {:skill {:deception
true, :intimidation true}, :language-options {:choose 1, :options {:any
true}}, :tool {:disguise-kit true}}, :treasure {:gp 10}, :equipment {:disguise-kit
1, :costume 1}, :key :faceless}, :baldurs-gate-criminal {:traits [{:name "Baldur's
Gate Feature: Criminal Connections", :description "In Baldur's Gate, crime is just
another business. As a result, you can arrange a meeting with a low-ranking
operative of nearly any business, patriar family, crew, government institution, or-
certainly-the Guild. This operative will hear you out and, at their discretion,
take your information or request up their chain of command. These meetings almost
always occur in shady venues."}], :option-pack "descent into avernus", :name
"Baldur's Gate Criminal", :help "No career criminal in Baldur's Gate operates
without being aware of the Guild. Some studiously keep a low profile, carrying just
the occasional smuggled load in with legitimate merchandise, or only breaking knees
when it can plausibly be claimed as an act of personal revenge. Others join up with
crews for protection, or with the Guild itself. A few former Guild members have
been cast out of the organization due to incompetence or after offending a more
powerful member, and now shuffle for scraps to survive.", :profs {:skill
{:deception true, :stealth true}, :tool-options {:gaming-set 1}, :tool {:thieves-
tools true}}, :treasure {:gp 15}, :equipment {:clothes-common 1, :crowbar
1}, :key :baldurs-gate-criminal}, :baldurs-gate-urchin {:equipment {:clothes-common
1, :knife-small 1, :pouch 1}, :key :baldurs-gate-urchin, :name "Baldur's Gate
Urchin", :option-pack "descent into avernus", :profs {:skill {:sleight-of-hand
true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits
[{:name "Equipment", :description "You possess a map of the city you grew up in, a
pet mouse, and a token to remember your parents by. Enter these manually as custom
items."} {:name "Baldur's Gate Feature: Gateguide Connection", :description "Even
though you might not be a member of the Gateguides crew. you've associated with
enough of them that you know their torch-based code. From the lighting, placement.
and type of torch arranged on or near a structure, you can gather a great deal of
information about those who live or do business there, particularly if they deal
fairly with strangers, have Guild or government connections, or have either helped
or denied the Gateguides in the past."}], :treasure {:gp 10}, :help "Bands of
orphans and runaways band together in the Outer City, running after passersby in
ragged throngs to plead for scraps. In the Lower City, urchins are often recruited\
ninto the lowest echelons of the Guild or pressed into dirty and dangerous work by
unscrupulous masters."}, :baldurs-gate-noble {:equipment {:clothes-fine 1, :signet-
ring 1, :purse 1}, :key :baldurs-gate-noble, :name "Baldur's Gate Noble", :option-
pack "descent into avernus", :profs {:language-options {:choose 1, :options {:any
true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set
1}}, :traits [{:name " Baldur's Gate Feature: Patriar", :description "As a member
of one of the e lite families of Baidur's Gate, you may pass through city gates
without paying tolls, mingle among the Gate's nobility unquestioned, and impress
those on the lookout for wealthy patrons. You are welcome in the Upper City and may
stay there after dark without being harassed or evicted. Your word is accepted over
others' without question, and any corruption among guards or government officials
tends to work in your favor, not against you- at least until you make some effort
to expose it."}], :treasure {:gp 25}, :help "The patriars of Baldur's Gate live in
the Upper City, where they host grand galas and flaunt cosmopolitan fashions, but
are walled off from the poverty and squalor\nof the less fortunate districts and
their neighborhoods. Although they might visit prosperous Bloomridge to try a
fashionable restaurant or boutique, or watch a spectacle\nat the Oasis Theater, the
patriars have little reason to venture into the dirtier, more dangerous parts of
the city. If they do, it is generally as thrill-seeking tourists or\nenclosed by a
retinue of armed guards, not as friends or neighbors. As a result, many patriars
are at once acutely attuned to the nuances of royal courts half a continent\naway
and shockingly ignorant of what life is like for the poor outside their own
doorsteps. This combination of worldly savvy and local blindness characterizes
almost all the nobility of Baldur's Gate. As a result, for those who wish to play
patriars, the Patriar feature below replaces the Position and Privilege feature of
the noble background. Those who wish to use the background's standard feature might
have gained their standing in Baldur's Gate from business rather than
inheritance."}, :baldurs-gate-folk-hero {:traits [{:name "Baldu'rs Gate Feature:
Social Vengeance", :description "You've lived your entire life in the Lower or
Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their
wealth while your hardworking neighbors struggled. As a result, you know how eager
commoners in Baldur's Gate are to see any patriar get what they deserve. While in a
busy part of the Lower City or Outer City of Baldur's Gate. you can spend 2d10
minutes to convince ld6 commoners to perform a non-illegal act that inconveniences
a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking
individual."}], :option-pack "descent into avernus", :name "Baldur's Gate Folk
Hero", :help "Baldur's Gate is a city badly in need of heroes. and every so often,
one rises from among its own. Ordinary people who rise to greatness are beloved in
local history. but the popular imagination can turn on such champions almost as
quickly as it anoints them.", :profs {:skill {:animal-handling true, :survival
true}, :tool-options {:artisans-tool 1}, :tool {:land-vehicles true}}, :equipment
{:clothes-common 1, :pot-iron 1, :shovel 1}, :equipment-choices ({:name "Musical
Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-
flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :baldurs-gate-folk-hero},
:baldurs-gate-sage {:equipment {:clothes-common 1, :ink 1, :knife-small 1, :bottle-
glass 1, :ink-pen 1, :pouch 1}, :key :baldurs-gate-sage, :name "Baldur's Gate
Sage", :option-pack "descent into avernus", :profs {:language-options
{:choose 2, :options {:any true}}, :skill {:arcana true, :history true}}, :traits
[{:name " Baldur's Gate Feature: Rumor Monger", :description "Via your personal
rumor mill and articles published in Baldur's Mouth, you can surmise a great deal
about Baldurians' secrets- who's practicing necromancy, who's involved in spying or
smuggling, who would purchase or craft dangerous magical wares without batting an
eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city,
you immediately have a list of ld4 suspects who, if they aren't involved, have a
strong chance of knowing who is."}], :treasure {:gp 10}, :help "Baldur's Gate has a
modest academic community centered around the libraries of the High Hall and the
various temples dedicated to gods of learning and innovation. Lecturers,
researchers, and historians all participate with passing scholars from Candlekeep
in a lively exchange of ideas, debating and collaborating in bookfilled halls
across the Upper and Lower City. The city is also rife with opportunities for
arcane study, although its masters are dispersed across individual wizards' abodes
and lack concentrated communities."}, :baldurs-gate-guild-artisan {:key :baldurs-
gate-guild-artisan, :name "Baldur's Gate Guild Artisan", :equipment {:clothes-
traveler-s 1, :pouch 1}, :treasure {:gp 15}, :equipment-choices ({:name "Artisan's
Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools
1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools
1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools
1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1,
:cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "descent into
avernus", :help "Numerous guilds and professional associations exist in Baldur's
Gate, covering every imaginable trade and discipline from gravediggers to
moneylenders.", :profs {:language-options {:choose 1, :options {:any true}}, :skill
{:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits
[{:name "Baldur's Gate Feature: Professional Courtesy", :description "You're
familiar with the city's crews, their territories, and inter-crew politics. Choose
one of the three districts of Baldur's Gate: the Upper City, the Lower City, or
the\nOuter City. This is the district where you conduct most of your business.
Whenever you need information about something in one of that district's
neighborhoods, you can seek out crew members in that area and learn the local
gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of
business. workhouse, or crew meeting place in your district."}]}, :baldurs-gate-
sailor {:equipment {:clothes-common 1, :rope-silk 1, :pouch 1}, :key :baldurs-gate-
sailor, :name "Baldur's Gate Sailor", :option-pack "descent into avernus", :profs
{:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-
vehicles true}}, :traits [{:description "You possess a belaying pin (club), a lucky
charm such as a rabbit foot or a small stone with a hole in the center (or you may
roll for a random trinket on the Trinkets table in chapter 5). Enter these manually
as custom items.", :name "Equipment"} {:name "Baldur's Gate Feature: Smuggler's
Sense", :description "You're familiar with the docks of Baldur's Gate, the movement
of inspectors and tax collectors, the way cargo and coin flows. As a result, it's
easy for you to hustle\na load of cargo ashore or see such a cargo onto a
cooperative ship without attracting suspicion or taxation. You also know the
movements of the Gray Wavers- the Flaming Fist harbor guards- and have a sense of
how to operate the city's mechanized cranes."}], :treasure {:gp 10}, :help
"Baldur's Gate was founded by sailors, and its harbor is still the city's beating
heart. Several patriars are descended from captains of yore, the commerce of the\
nLower City is built on the port, and even the Outer City's rhythms are dominated
by the ebb and flow of river trade. Because sailors are as fundamental and
ubiquitous to Baldur's Gate as the cobbles on its streets, characters with this
background are common."}, :baldurs-gate-outlander {:equipment {:clothes-traveler-s
1, :hunting-trap 1, :pouch 1}, :key :baldurs-gate-outlander, :name "Baldur's Gate
Outlander", :option-pack "descent into avernus", :profs {:language-options {:choose
1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options
{:musical-instrument 1}}, :traits [{:name "Baldur's Gate Feature: Immigrant
Experience", :description "Even after your short time in Baldur's Gate, you've
learned the city holds more walls and gates than those the Watch and Flaming Fist
patrols. You are known within the city's immigrant communities. Should you ever
need to learn about a foreign land, people, tradition, or history, you know where
to find someone with firsthand experience-likely somewhere in the Outer
City."}], :treasure {:gp 10}, :help "Coming to Baldur's Gate might seem like a good
idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities
all present tempting prospects, but rarely does one start on the path to Baldur's
Gate fully understanding the complex social morass that awaits. You enter the city
an outsider, and it's likely that-no matter how long you spend in the city- you'll
leave an outsider, if you leave at all."}, :baldurs-gate-soldier {:equipment
{:clothes-common 1, :pouch 1}, :key :baldurs-gate-soldier, :name "Baldur's Gate
Soldier", :option-pack "descent into avernus", :profs {:skill {:athletics
true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set
1}}, :traits [{:description "You possess an insignia of rank, a trophy taken from a
fallen enemy (a dagger, broken blade, or piece of a banner), and a bone dice set or
playing card set. Enter these manually as custom items.", :name "Equipment"} {:name
"Baldur's Gate Feature: City Guard", :description "You may choose to currently
serve in either the Flaming Fist or the Watch. If you do, you have responsibilities
related to your post. For as long as you perform these responsibilities, you gain
benefits . If you stop performing your responsibilities, though, you lose access to
the benefits and might suffer further fallout. Should you\nlose these benefits, you
may regain them by having an unpleasant conversation with your commanding officer
and fulfilling your responsibilities for a month. \n\nFlaming Fist:\nIf you serve
in the Flaming Fist, once every ten days, you must report to the Seatower of
Balduran for training, and you're required to take a regular shift patrolling
either the Lower City or the Outer City. In return, you have access to the Flaming
Fist's fortresses and a direct line of communication with Flaming Fist officers and
other soldiers. You can also pass through the city's gates without question-
although you can't bring guests into the Upper City as a member of the Watch might.
Additionally, you're always welcome at the Three Old Kegs, where the Three Old
Toads are glad to greet you with a smile and a mug of ale.\n\nThe Watch: \n\nIf you
serve in the Watch, you're required to conduct a regular patrol in the Upper City
or take a regular shift at its gates, and must report for training in the Watch
Citadel once every t en days. In return, you have access to the Citadel and a
direct line of communication with Watch officers and officials. Your word carries
considerable weight in the High Hall, and most establishments in the Citadel
Streets neighborhood are happy to give you and your friends free meals. Addition
ally, you can escort people into the Upper City without question, regardless of
whether they are patriars or have Watch tokens. Outside the Upper City, however,
most people regard you with suspicion, and you generally get a chilly reception
while in uniform."} {:name "Baldur's Gate Feature: Loyalty Test", :description
"You've had enough dealings with crooked soldiers that you can spot the behaviors
common to corrupt guards and military officers a mile away. While awareness of such
corruption doesn't equate to evidence of it, and your sense certainly isn't
foolproof, your instinct proves a useful starting point when determining who might
take a bribe, who might turn a blind eye to a crime, or who might have criminal
connections . You can also use this sense to get a feeling about who might fulfill
their duties strictly by the book."}], :treasure {:gp 10}, :help "Mercenaries,
private guards, Watch soldiers, and members of the Flaming Fist number among just a
few of the many soldiers on the streets of Baldur's Gate."}, :baldurs-gate-
entertainer {:key :baldurs-gate-entertainer, :name "Baldur's Gate
Entertainer", :equipment {:clothes-costume 1}, :treasure {:gp 15}, :equipment-
choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer
1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre
1}}), :option-pack "descent into avernus", :help "From the Oasis Theater's
spectacular singers and acrobats to the pantomimes and shadow puppeteers of the
Wide, Baldur's Gate hosts a colorful array of performers. Good acts can always find
ready audiences, and the constant flow of travelers means that both new spectators
and new spectacles are always passing through.", :profs {:skill {:acrobatics
true, :performance true}, :tool-options {:musical-instrument 1}, :tool {:disguise-
kit true}}, :traits [{:name "Baldur's Gate Feature: Backstage Pass", :description
"You've learned that most of the real business of entertainment (or any other
venture) happens behind the scenes. It's easy for you to case what sorts of
audiences attend what venue-like how toughs gather at the Blushing Mermaid or how
brash patriars congregate at the Helm and Cloak. After a successful performance,
you may meet an
enthusiastic member of the crowd someone of an occupation or social class that
frequents the establishment. This contact is delighted to talk with you, and to
listen."}]}, :baldurs-gate-acolyte {:traits [{:name "Baldur's Gate Feature:
Religious Community", :description "You're tightly connected with the religious
community of Baldur's Gate. You know if a deity has a following in the city and any
places that faith openly congregates and the neighborhoods those faithful typically
inhabit. While this isn't remarkable for most of the city's larger faiths, keeping
track of the hundreds of religions newcomers bring with them is no mean
feat."}], :option-pack "descent into avernus", :name "Baldurs Gate Acolyte", :help
"It's said that every faith in the world has a believer in Baldur's Gate. Not only
are most established fa iths tole rated-even if some of them, including most of the
openly evil faiths, are relegated to the Outer City's Twin Songs neighborhood- but
new ones arrive constantly, carried by travelers and proselytizers from far-flung
lands. A character with this background might aspire to greater things, not for
themselves, but for their faith.", :profs {:skill {:insight true, :religion
true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:amulet 1,
:prayer-book 1, :incense 1, :vestements 1, :clothes-common 1}, :treasure {:gp
15}, :key :baldurs-gate-acolyte}, :baldurs-gate-charlatan {:traits [{:name
"Baldur's Gate Feature: Long-Lost Heir", :description "You're well-versed in the
mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating
them smoothly enough to convince even the snootiest family heads of your
authenticity. You're skilled at posing as the long-lost heir to some imaginary or
extinguished patriar lineage. Because of your skill in passing yourself off as a
patriar, you have a Watch token that allows you alone into the Upper City
ofBaldur's Gate. You might be able to bluff others through with you, or even
convince members of the Watch that you're a patriar. However, any true test of your
authenticity is likely to reveal your deception."}], :option-pack "descent into
avernus", :name "Baldurs Gate Charlatan", :help "Everybody's always trying to get a
leg up on somebody in Baldur's Gate. One group's con artist might be another's
revolutionary. Or maybe you're just in it for yourself. In any case, characters
with this background have a plan to hit the big time; all they need is audacity and
a little time.", :profs {:skill {:deception true, :sleight-of-hand true}, :tool
{:disguise-kit true, :forgery-kit true}}, :equipment {:disguise-kit 1, :forgery-kit
1, :clothes-fine 1, :signet-ring 1}, :treasure {:gp 15}, :key :baldurs-gate-
charlatan}}}, "Adventurers League - Ghosts of Saltmarsh"
{:orcpub.dnd.e5/backgrounds {:fisher {:traits [{:name "Equipment", :description
"You possess a net, and a favourite fishing lure or oiled leather wading boots.
Enter these manually as custom items."} {:description "You gain advantage on
ability checks made using fishing tackle. If you have access to a body of water
that sustains marine life, you can maintain a moderate lifestyle while working as a
fisher, and you can catch enough food to feed yourself and up to ten other people
each day.", :name "Harvest the Water"} {:description "You can tell a compelling
tale, whether tall or true, to impress and entertain others. Once a day, you can
tell your story to willing listeners. At the DM's discretion, a number of those
listeners become friendly toward you; this is not a magical effect, and continued
amicability on their part depends on your actions. You can roll on the following
table to help determine the theme of your tale or choose one that best fits your
character. Alternatively, work with your DM to create your own fishing tale.\n\nd8\
tTale\n1\tLobster Wrestling. You fought in hand-to-hand combat with an immense
lobster.\n2\tIt Dragged the Boat. You nearly caught a fish of monstrous size that
pulled your boat for miles.\n3\tFins of Pure Gold. You caught a sea animal whose
fins were made of pure gold, but another fisher stole it.\n4\tGhost Fish. You are
haunted by a ghostly fish that only you can see.\n5\tNemesis Clam. A large clam
containing a pearl the size of your head claimed one of your fingers before jetting
away; one day, you'll find that clam.\n6\tIt Swallowed the Sun. You once saw a fish
leap from the water and turn day into night.\n7\tDive into the Abyss. You found
yourself in an underwater cave leading to the Abyss, and your luck has been sour
ever since.\n8\tLove Story. You fell in love with a creature of pure water, but
your brief romance ended tragically.", :name "Fishing Tale"}], :option-pack "Ghosts
of Saltmarsh", :name "Fisher", :help "You have spent your life aboard fishing
vessels or combing the shallows for the bounty of the ocean. Regardless of how you
began, you soon fell in love with the sea, the art of fishing, and the promise of
the eternal horizon.\nFeature: Harvest the Water", :profs {:skill {:history
true, :survival true}, :language-options {:choose 1, :options {:any
true}}}, :equipment {:fishing-tackle 1, :pouch 1, :clothes-traveler-s 1}, :treasure
{:gp 10}, :key :fisher}, :marine {:traits [{:description "You can move twice the
normal amount of time (up to 16 hours) each day before being subject to the effect
of a forced march (see \"Travel Pace\" in chapter 8 of the Player's Handbook).
Additionally, you can automatically find a safe route to land a boat on shore,
provided such a route exists.", :name "Steady"} {:name "Equipment", :description
"You possess a dagger that belonged to a fallen comrade, and a folded flag
emblazoned with the symbol of your ship or company. Enter these manually as custom
items."}], :option-pack "Ghosts of Saltmarsh", :name "Marine", :help "You were
trained for battle on sandy beaches and rocky shores. You have launched midnight
raids from swift ships whose names evoke terror in the hearts of your adversaries.
The water is your second home, the rain your shelter, and the crashing waves your
battle cry.\n\nFeature: Steady", :profs {:skill {:athletics true, :survival
true}, :tool {:water-vehicles true, :land-vehicles true}}, :equipment {:pouch
1, :clothes-traveler-s 1}, :treasure {:gp 10}, :key :marine}, :shipwright {:traits
[{:description "Provided you have carpenter's tools and wood, you can perform
repairs on a water vehicle. When you use this ability, you restore a number of hit
points to the hull of a water vehicle equal to 5 × your proficiency modifier. A
vehicle cannot be patched by you in this way again until after it has been pulled
ashore and fully repaired.", :name "I'll Patch It!"}], :option-pack "Ghosts of
Saltmarsh", :help "You have sailed into war on the decks of great ships, patching
their hulls with soup bowls and prayers. You once helped build a fishing vessel
that single-handedly saved a town from starvation. You have seen a majestic prow in
your dreams that you have not been able to replicate in wood. Since childhood, you
have loved the water and have been captivated by the many vessels that travel on
it.\n\nFeature: I'll Patch It!", :profs {:skill {:history true, :perception
true}, :tool {:carpenters-tools true, :water-vehicles true}}, :equipment
{:carpenters-tools 1, :book 1, :ink-pen 1, :ink 1, :clothes-traveler-s 1, :pouch
1}, :treasure {:gp 10}, :name "Shipwright", :key :shipwright}, :smuggler {:traits
[{:name "Down Low", :description "You are acquainted with a network of smugglers
who are willing to help you out of tight situations. While in a particular town,
city, or other similarly sized community (DM's discretion), you and your companions
can stay for free in safe houses. Safe houses provide a poor lifestyle. While
staying at a safe house, you can choose to keep your presence (and that of your
companions) a secret."} {:name "Equipment", :description "You possess a fancy
leather vest or a pair of leather boots. Enter these manually as custom
items."}], :option-pack "Ghosts of Saltmarsh", :help "On a rickety barge, you
carried a hundred longswords in fish barrels right past the dock master's oblivious
lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze
of the moon and sold it for twice its value in the morning. In your more charitable
times, you have transported innocents out of war zones or helped guide herd animals
to safety on the banks of a burning river.\n\nFeature: Down Low", :name "Smuggler",
:profs {:skill {:athletics true, :deception true}, :tool {:water-vehicles
true}}, :equipment {:clothes-common 1, :pouch 1}, :treasure {:gp
15}, :key :smuggler}}}, "UA - Feats for Skills" {:orcpub.dnd.e5/feats {:empathic
{:ability-increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :description "You possess keen insight into how other people
think and feel. You gain the following benefits:\n • Increase your Wisdom score
by 1, to a maximum of 20.\n • You gain proficiency in the Insight skill. If you
are already proficient in the skill, you add double your proficiency bonus to
checks you make with it.\n • You can use your action to try to get uncanny
insight about one humanoid you can see within 30 feet of you. Make a Wisdom
(Insight) check contested by the target's Charisma (Deception) check. If your check
succeeds, you have advantage on attack rolls and ability checks against the target
until the end of your next turn.", :props {:skill-prof-or-expertise {:insight
true}}, :name "Empathic", :key :empathic}, :stealthy {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Stealthy", :description "You know how best to hide. You gain the
following benefits:\n • Increase your Dexterity score by 1, to a maximum of 20.\n
• You gain proficiency in the Stealth skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • If you are hidden, you can move up to 10 feet in the open without
revealing yourself if you end the move in a position where you're not clearly
visible.", :props {:skill-prof-or-expertise {:stealth
true}}, :key :stealthy}, :naturalist {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :description "Your extensive study of nature rewards you with the
following benefits:\n • Increase your Intelligence score by 1, to a maximum of
20.\n • You gain proficiency in the Nature skill. If you are already proficient
in the skill, you add double your proficiency bonus to checks you make with it.\n
• You learn the druidcraft and detect poison and disease spells. You can cast
detect poison and disease once without expending a spell slot, and you regain the
ability to do so when you finish a long rest.", :props {:skill-prof-or-expertise
{:nature true}, :magic-novice false}, :name "Naturalist", :key :naturalist}, :medic
{:ability-increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :name "Medic", :description "You master the physician's arts,
gaining the following benefits:\n • Increase your Wisdom score by 1, to a maximum
of 20.\n • You gain proficiency in the Medicine skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • During a short rest, you can clean and bind the wounds of up to six
willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each
creature. On a success, if a creature spends a Hit Die during this rest, that
creature can forgo the roll and instead regain the maximum number of hit points the
die can restore. A creature can do so only once per rest, regardless of how many
Hit Dice it spends.", :props {:skill-prof-or-expertise {:medicine
true}}, :key :medic}, :silver-tongued {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Silver-Tongued", :description "You develop your conversational
skill to better deceive others. You gain the following benefits:\n • Increase
your Charisma score by 1, to a maximum of 20.\n • You gain proficiency in the
Deception skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.\n • When you take the Attack action
on your turn, you can replace one attack with an attempt to deceive one humanoid
you can see within 30 feet of you that can see and hear you. Make a Charisma
(Deception) check contested by the target's Wisdom (Insight) check. If your check
succeeds, your movement doesn't provoke opportunity attacks from the target and
your attack rolls against it have advantage; both benefits last until the end of
your next turn or until you use this ability on a different target. If your check
fails, the target can't be deceived by you in this way for 1 hour.", :props
{:skill-prof-or-expertise {:deception true}}, :key :silver-tongued}, :arcanist
{:ability-increases #{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :description "You study the arcane arts, gaining the following
benefits:\n • Increase your Intelligence score by 1, to a maximum of 20.\n •
You gain proficiency in the Arcana skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • You
learn the prestidigitation and detect magic spells. 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.", :props {:skill-prof-or-expertise {:arcana true}, :magic-novice
false}, :name "Arcanist", :key :arcanist}, :investigator {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Investigator", :description "You have an eye for detail and can
pick out the smallest clues. You gain the following benefits:\n • Increase your
Intelligence score by 1, to a maximum of 20.\n • You gain proficiency in the
Investigation skill. If you are already proficient in the skill, you add double
your proficiency bonus to checks you make with it.\n • You can take the Search
action as a bonus action.", :props {:skill-prof-or-expertise {:investigation
true}}, :key :investigator}, :theologian {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Theologian", :description "Your extensive study of religion rewards
you with the following benefits:\n • Increase your Intelligence score by 1, to a
maximum of 20.\n • You gain proficiency in the Religion skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • You learn the thaumaturgy and detect evil and good spells. 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.", :props {:skill-prof-or-expertise
{:religion true}, :magic-novice false}, :key :theologian}, :perceptive {:ability-
increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats
for Skills", :description "You hone your senses until they become razor sharp. You
gain the following benefits:\n • Increase your Wisdom score by 1, to a maximum of
20.\n • You gain proficiency in the Perception skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • Being in a lightly obscured area doesn't impose disadvantage on your
Wisdom (Perception) checks if you can both see and hear.", :props {:skill-prof-or-
expertise {:perception true}}, :name "Perceptive", :key :perceptive}, :diplomat
{:ability-increases #{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :description "You master the arts of diplomacy, gaining the
following benefits:\n • Increase your Charisma score by 1, to a maximum of 20.\n
• You gain proficiency in the Persuasion skill. If you are already proficient in
the skill, you add double your proficiency bonus to checks you make with it.\n •
If you spend 1 minute talking to someone who can understand what you say, you can
make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight)
check. If you or your companions are fighting the creature, your check
automatically fails. If your check succeeds, the target is charmed by you as long
as it remains within 60 feet of you and for 1 minute thereafter.", :props {:skill-
prof-or-expertise {:perception false, :persuasion true}}, :name
"Diplomat", :key :diplomat}, :quick-fingered {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Quick-Fingered", :description "Your nimble fingers and agility let
you perform sleight of hand. You gain the following benefits:\n • Increase your
Dexterity score by 1, to a maximum of 20.\n • You gain proficiency in the Sleight
of Hand skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.\n • As a bonus action, you can make
a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an
object on a creature, lift a purse, or take something from a pocket.", :props
{:skill-prof-or-expertise {:sleight-of-hand true}}, :key :quick-fingered}, :acrobat
{:ability-increases #{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :name "Acrobat", :description "You become more nimble, gaining
the following benefits:\n • Increase your Dexterity score by 1, to a maximum of
20.\n • You gain proficiency in the Acrobatics skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • 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.", :props {:skill-prof-or-expertise {:acrobatics
true}}, :key :acrobat}, :brawny {:ability-increases
#{:orcpub.dnd.e5.character/str}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Brawny", :description "You become stronger, gaining the following
benefits:\n • Increase your Strength score by 1, to a maximum of 20.\n • You
gain proficiency in the Athletics skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • You
count as if you were one size larger for the purpose of determining your carrying
capacity.", :props {:skill-prof-or-expertise {:athletics
true}}, :key :brawny}, :menacing {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :description "You become fearsome to others, gaining the following
benefits:\n • Increase your Charisma score by 1, to a maximum of 20.\n • You
gain proficiency in the Intimidation skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • When
you take the Attack action on your turn, you can replace one 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.", :props {:skill-prof-or-expertise {:intimidation true}}, :name
"Menacing", :key :menacing}, :survivalist {:ability-increases
#{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Survivalist", :description "You master
wilderness lore, gaining the following benefits:\n • Increase your Wisdom score
by 1, to a maximum of 20.\n • You gain proficiency in the Survival skill. If you
are already proficient in the skill, you add double your proficiency bonus to
checks you make with it.\n • You learn the alarm spell. You can cast it once
without expending a spell slot, and you regain the ability to do so when you finish
a long rest.", :props {:skill-prof-or-expertise {:survival true}, :attack-spell
false, :magic-novice false, :ritual-casting false}, :key :survivalist}, :animal-
handler {:ability-increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-
pack "UA - Feats for Skills", :name "Animal Handler", :props {:skill-prof-or-
expertise {:animal-handling true}}, :description "You master the techniques needed
to train and handle animals. You gain the following benefits:\n • Increase your
Wisdom score by 1, to a maximum of 20.\n • You gain proficiency in the Animal
Handling skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.\n • You can use a bonus action on
your turn to command one friendly beast within 60 feet of you that can hear you and
that isn't currently following the command of someone else. You decide now what
action the beast will take and where it will move during its next turn, or you
issue a general command that lasts for 1 minute, such as to guard a particular
area.", :key :animal-handler}, :historian {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Historian", :description "Your study of history rewards you with
the following benefits:\n • Increase your Intelligence score by 1, to a maximum
of 20.\n • You gain proficiency in the History skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • When you take the Help action to aid another creature's ability
check, you can make a DC 15 Intelligence (History) check. On a success, that
creature's check gains a bonus equal to your proficiency bonus, as you share
pertinent advice and historical examples. To receive this bonus, the creature must
be able to understand what you're saying.", :props {:skill-prof-or-expertise
{:history true}}, :key :historian}, :performer {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Performer", :description "You master performance so that you can
command any stage. You gain the following benefits:\n • Increase your Charisma
score by 1, to a maximum of 20.\n • You gain proficiency in the Performance
skill. If you are already proficient in the skill, you add double your proficiency
bonus to checks you make with it.\n • While performing, you can try to distract
one humanoid you can see who can see and hear you. Make a Charisma (Performance)
check contested by the humanoid's Wisdom (Insight) check. If your check succeeds,
you grab the humanoid's attention enough that it makes Wisdom (Perception) and
Intelligence (Investigation) checks with disadvantage until you stop
performing.", :props {:skill-prof-or-expertise {:performance
true}}, :key :performer}}}, "UA - The Artificer Revisited" {:orcpub.dnd.e5/spells
{:arcane-weapon {:description "You channel arcane energy into one simple or martial
weapon you're holding, and choose one damage type: acid, cold, fire, lightning,
poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the
chosen type to any target you hit with the weapon. If the weapon isn't magical, it
becomes a magic weapon for the spell's duration.\n As a bonus action, you can
change the damage type, choosing from the options above.\n At Higher Levels.When
you cast this spell using a spell slot of 3rd level or higher, you can maintain
your concentration on the spell for up to 8 hours.", :key :arcane-weapon, :school
"transmutation", :name "Arcane Weapon", :duration "Concentration, up to 1
hour", :level 1, :option-pack "UA - The Artificer Revisited", :components {:verbal
true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false,
:warlock false, :wizard true}, :range "Self"}}, :orcpub.dnd.e5/monsters
{:alchemical-homunculus {:description "Hit Points: equal to five times its creators
Artificer level + its creators Intelligence modifier\nSenses: darkvision 60 ft.,
passive Perception 10\nLanguages: understands the languages its creator speaks\
nMight of the Master. The following numbers increase by 1 when your proficiency
bonus increases by 1: the homunculus's skill bonusesand the bonuses to hit and
damage of its Acidic Spittle.", :key :alchemical-homunculus, :int 10, :speed "20
ft., fly 30 ft.", :name "Alchemical Homunculus", :alignment "neutral", :cha
7, :hit-points {:modifier 1, :die-count 1, :die
4}, :type :construct, :size :tiny, :option-pack "UA - The Artificer
Revisited", :armor-class 13, :skills {:perception 4, :stealth 4}, :str 4, :con
11, :dex 15, :wis 10, :props {:damage-immunity {:acid true, :poison
true}, :condition-immunity {:charmed true, :poisoned true}}, :traits [{:description
"Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see.\nHit:1d6 +
2 acid damage", :type :action, :name "Acidic Spittle (requires its creators Bonus
Action to use)"} {:description "The homunculus produces a salve and touches one
creature you designate. The target receives one of the following magical benefits
of your choice:\n\nBuoyancy. The target gains a flying speed of 10 feet for 10
minutes.\nInspiration. The target feels giddy and effective, gaining advantage on
certain ability checks in the next hour. The target chooses the checks before or
after rolling. The magic runs out after the target has used it on a number of
checks equal to your Intelligence modifier (minimum of 1).\nResilience. The target
gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.",
:name "Alchemical Salve (3/Day)"}]}}, :orcpub.dnd.e5/classes {:artificer-revisited
{nil nil, :key :artificer-revisited, :level-modifiers [{:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:shields} {:type :weapon-prof, :value :simple} {:type :weapon-
prof, :value :crossbow-hand} {:type :weapon-prof, :value :crossbow-heavy}
{:type :tool-prof, :value :tinkers-tools} {:type :tool-prof, :value :thieves-
tools}], :name "Artificer, Revisited", :subclass-level 3, :option-pack "UA - The
Artificer Revisited", :subclass-title "Artificer Specialist", :level-selections
[{:type :artificer-infusions, :level 19, :num 1} {:type :artificer-
infusions, :level 15, :num 1} {:type :artificer-infusions, :level 11, :num 1}
{:type :artificer-infusions, :level 7, :num 1} {:type :artificer-infusions, :level
4, :num 1} {:type :artificer-infusions, :level 2, :num 3}], :spellcasting {:level-
factor 2, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-
known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips?
true, :cantrips-known {1 2, 10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-
frost :acid-splash :mage-hand :thorn-whip :fire-bolt :guidance :mending :resistance
:shocking-grasp :spare-the-dying :poison-spray :light :prestidigitation :message},
1 #{:alarm :arcane-weapon :detect-magic :grease :identify :longstrider :disguise-
self :shield-of-faith :false-life :expeditious-retreat :sanctuary :cure-
wounds :jump}, 2 #{:magic-mouth :arcane-lock :rope-trick :protection-from-
poison :continual-flame :enhance-ability :lesser-restoration :enlarge-
reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :invisibility :aid :spider-climb :heat-metal}, 3
#{:elemental-weapon :blink :water-breathing :dispel-magic :glyph-of-
warding :haste :fly :revivify :protection-from-energy :water-walk :gaseous-form}, 4
#{:fabricate :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-
movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :arcane-
eye :stone-shape :stoneskin}, 5 #{:animate-objects :bigbys-hand :creation :greater-
restoration :wall-of-stone}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int
true}, :skill-options {:choose 2, :options {:arcana true, :history
true, :investigation true, :medicine true, :nature true, :perception
true, :sleight-of-hand true}}}, :hit-die 8, :traits [{:description "The creation
and operation of gunpowder weapons have been discovered in various corners of the
D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon
Master's Guide(p. 267) and your artificer has been exposed to the operation of such
weapons, your artificer is proficient with them.", :name "Optional Rule: Firearm
Proficiency"} {:description "At 1st level, you learn how to invest a spark of magic
in objects that would otherwise be mundane. To use this ability, you must have
thieves' tools, tinker's tools, or other artisan's tools in hand. You then touch a
Tiny nonmagical object as an action and give it one of the following magical
properties of your choice:\n • The object sheds bright light in a 5-foot radius
and dim light for an additional 5 feet.\n • Whenever tapped by a creature, the
object emits a recorded message that can be heard up to 10 feet away. You utter the
message when you bestow this property on the object, and the recording can be no
more than 6 seconds long.\n • The object continuously emits your choice of an
odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.\n • A static visual effect appears
on one of the object's surfaces. This effect can be a picture, up to 25 words of
text, lines and shapes, or a mixture
of these elements, as you like.\n The chosen property lasts indefinitely. As an
action, you can touch the object and end the property early.\n You can give the
magic of this feature to multiple objects, touching one object each time you use
the feature, and a single object can bear only one of the properties at a time. The
maximum number of objects you can affect with the feature at one time is equal to
your Intelligence modifier (minimum of one object). If you try to exceed your
maximum, the oldest property immediately ends, and then the new property applies.",
:name "Magical Tinkering"} {:name "Spellcasting", :description "You have studied
the workings of magic, how to channel it through objects, and how to awaken it
within them. As a result, you have gained a limited ability to cast spells. To
observers, you don't appear to be casting spells in a conventional way; you look as
if you're producing wonders through various items.\n\nTools Required: You produce
your artificer spell effects through your tools. You must have a spellcasting focus
— specifically thieves' tools or some kind of artisan's tool — in hand when you
cast any spell with this Spellcasting feature. You must be proficient with the tool
to use it in this way. See chapter 5, “Equipment,” in the Player's Handbook for
descriptions of these tools.\n After you gain the Infuse Item feature at 2nd
level, you can also use any item bearing one of your infusions as a spellcasting
focus."} {:description "You can cast an artificer spell as a ritual if that spell
has the ritual tag and you have the spell prepared.", :name "Ritual Casting"}
{:name "Infuse Item", :level 2, :description "At 2nd level, you gain the ability to
imbue mundane items with certain magical infusions. The magic items you create with
this feature are effectively prototypes of permanent items.\n\nInfusions Known:
When you gain this feature, pick two artificer infusions to learn, choosing from
the “Artificer Infusions” section at the end of the class's description. You learn
additional infusions of your choice when you reach certain levels in this class, as
shown in the Infusions Known column of the Artificer table.\n Whenever you gain a
level in this class, you can replace one of the artificer infusions you learned
with a new one.\n\nInfusing an Item: Whenever you finish a long rest, you can touch
a nonmagical object and imbue it with one of your artificer infusions, turning it
into a magic item. An infusion works on only certain kinds of objects, as specified
in the infusion's description. If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or you can forgo attunement so that
someone else can attune to the item. If you decide to attune to the item later, you
must do so using the normal process for attunement (see “Attunement” in the Dungeon
Master's Guide, page 136).\n Your infusion remains in an item indefinitely, but
when you die, the infusion vanishes after a number of days have passed equal to
your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.\n You can infuse more
than one nonmagical object at the end of a long rest; the maximum number of objects
appears in the Infused Items column of the Artificer table at
https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf. You must touch
each of the objects, and each of your infusions can be in only one object at a
time. If you try to exceed your maximum number of infusions, the oldest infusion
immediately ends, and then the new infusion applies."} {:description "Starting at
3rd level, your proficiency bonus is doubled for any ability check you make that
uses your proficiency with a tool.", :level 3, :name "Tool Expertise"}
{:description "Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn, but one of the attacks must be
made with a magic weapon, the magic of which you use to propel the attack.", :level
5, :name "Arcane Armament"} {:name "The Right Cantrip for the Job", :level
10, :description "At 10th level, you gain the ability to make sure you have the
right magical tool for a job. Whenever you finish a short or long rest, you can
replace one of the artificer cantrips you know with another cantrip from the
artificer spell list."} {:name "Spell-Storing Item", :level 18, :description "When
you reach 18th level, you learn how to store a spell in an object for repeated use.
Whenever you finish a long rest, you can touch one simple or martial weapon or an
item that you can use as a spellcasting focus and store a spell in it, choosing one
1st-or 2nd-level spell from the artificer spell list that requires 1 action to cast
(you don't need to have the spell prepared). With the object in hand, a creature
can take an action to produce the spell's effect from it, using your spellcasting
ability modifier.\n The spell stays in the object until it has been used a number
of times equal to twice your Intelligence modifier (minimum of twice) or until you
use this feature again."} {:description "At 20th level, your understanding of magic
items is unmatched, allowing you to mingle your soul with items linked to you. You
can attune to up to six magic items at once. In addition, you gain a +1 bonus to
all saving throws per magic item you are currently attuned to.", :name "Soul of
Artifice", :level 20}]}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer-
revisited, :traits [{:description "By the time you adopt this specialty at 3rd
level, you're deeply familiar with employing its tools.\n Proficiencies. You gain
proficiency with alchemist's supplies and the herbalism kit, assuming you don't
already have them. You also gain alchemist's supplies and an herbalism kit for free
—the result of tinkering you've done as you've prepared for this specialization.\n
Crafting. If you craft a magic item in the potion category, it takes you a quarter
of the normal time, and it costs you half as much of the usual gold.", :level
3, :name "Tools of the Trade"} {:description "Starting at 3rd level, you always
have certain spells prepared after you reach particular levels in this class, as
shown in the Alchemist Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells you
prepare.", :name "Alchemist Spells", :level 3} {:level 3, :description "At 3rd
level,you learn ancient methods for magically creating a special homunculus that is
formed by alchemical substances.\n Whenever you finish a long rest and your
alchemist's supplies are with you, you can form this homunculus in an unoccupied
space within 5 feet of you. If you already have a homunculus from this feature, the
first one immediately The homunculus is friendly to you and your companions, and
it obeys your commands. See this creature's game statistics in the Alchemical
Homunculus stat block. You determine the homunculus's appearance, which includes
wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking
birds, whereas others like winged vials or miniature cauldrons.\n In combat, the
homunculus shares your initiative count, but it takes its turn immediately after
yours. The only action it takes on its turn is the Dodge action, unless you take a
bonus action on your turn to command it to take one of the actions in its stat
block or to take the Dash, Disengage, or Help If the mending spell is cast on
it, it regains 2d6 hit points. If it has died within the last hour, you can use
your alchemist's supplies as an action to revive it, provided you are within 5 feet
of it and you expend a spell slot of 1st level or higher. The homunculus returns to
life with all its hit points restored.", :name "Alchemical Homunculus"} {:level
6, :description "At 6th level, your command of magical chemicals has become
masterful, enhancing the healing and damage you create through them. When you cast
a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus
to one roll of the spell. That roll must restore hit points or be a damage roll
that deals acid or poison damage, and the bonus equals your Intelligence modifier
(minimum of +1).\n In addition, you can cast lesser restoration without expending
a spell slot, provided you use alchemist's supplies as the spellcasting focus. You
can do so a number of times per day equal to your Intelligence modifier (minimum of
once).", :name "Alchemical Mastery"} {:description "By 14th level, you have been
exposed to so many chemicals and unlocked their secrets that they pose little risk
to you, and you can use them to quickly end certain ailments. You gain resistance
to acid damage and poison damage, and you are now immune to the poisoned
condition.\n In addition, you can cast greater restoration once without expending
a spell slot and without providing the material component, provided you use
alchemist's supplies as the spellcasting focus. You regain the ability to do so
when you finish a long rest.", :level 14, :name "Chemical Savant"}], :level-
modifiers [{:type :tool-prof, :level 3, :value :alchemists-supplies} {:type :tool-
prof, :level 3, :value :herbalism-kit} {:type :spell, :level 3, :value {:level
1, :key :purify-food-and-drink, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 3, :value {:level 1, :key :ray-of-
sickness, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :melfs-acid-arrow, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level
2, :key :web, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
9, :value {:level 3, :key :create-food-and-
water, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 3, :key :stinking-cloud, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level
4, :key :blight, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
13, :value {:level 4, :key :death-ward, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 17, :value {:level
5, :key :cloudkill, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
17, :value {:level 5, :key :raise-dead, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 6, :value {:level 2, :key :lesser-
restoration, :ability :orcpub.dnd.e5.character/int}} {:type :damage-
resistance, :level 14, :value :acid} {:type :damage-resistance, :level
14, :value :poison} {:type :spell, :level 14, :value {:level 5, :key :greater-
restoration, :ability :orcpub.dnd.e5.character/int}}], :option-pack "UA - The
Artificer Revisited", :name "Alchemist", :key :alchemist}, :artillerist
{:class :artificer-revisited, :traits [{:name "Tools of the Trade", :level
3, :description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n Proficiencies. You gain proficiency with
smith's tools and woodcarver's tools, assuming you don't already have them. You
also gain those tools for free—the result of tinkering you've done as you've
prepared for this specialization.\n In addition, you gain the ability to use
rods, staffs, and wands as spellcasting focuses for your artificer spells. You also
gain a nonmagical, wooden wand for free, which you've carved in your spare time.\n
Crafting. If you craft a magic item in the wand category, it takes you a quarter of
the normal time, and it costs you half as much of the usual gold."} {:level
3, :description "At 3rdlevel, you learn how to create a magical turret. With your
smith's tools in hand, you can take an action to magically summon a Medium turret
in an unoccupied space on a horizontal surface within 5 feet of you.\n The turret
is a magical object that occupies its space and that has crablike legs. It has an
AC of 18 and a number of hit points equal to five times your artificer level. It is
immune to poison damage, psychic damage, and all conditions. If it is forced to
make an ability check or a saving throw, treat all its ability scores as 10 (+0).
If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it
is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an
action.\n When you summon the turret, you decide which type it is, choosing from
the options on the Arcane Turrets table. On each of your turns, you can take a
bonus action to cause the turret to activate if you are within 60 feet of it. As
part of the same action, you can direct the turret to walk or climb up to 15 feet
to an unoccupied You can summon a turret once for free and must finish a long
rest before doing so again. You can also summon the turret by expending a spell
slot of 1st level or higher. If you summon a second turret, the first turret
disappears.\n As an action, you can command your turret to detonate if you are
within 60 feet of it. Doing so destroys the turret and forces each creature within
10 feet of it to make a Dexterity saving throw against your spell save DC, taking
3d6 force damage on a failed save or half as much damage on a successful one.\n\
nArcane Turrets\n Flamethrower. The turret exhales fire in an adjacent 15-foot
cone that you designate. Each creature in that area must make a Dexterity saving
throw against your spell save DC, taking 1d8 fire damage on a failed save or half
as much damage on a successful one. The fire ignites any flammable objects in the
area that aren't being worn or carried.\n Force Ballista. Make a ranged spell
attack, originating from the turret, at one creature or object within 120 feet of
it. On a hit, the target takes 2d8 force damage, and if the target is a creature,
it is pushed up to 5 feet away from the turret.\n Defender. The turret emits a
burst of positive energy that grants itself and each creature of your choice within
10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence
modifier (minimum of +1).", :name "Arcane Turret"} {:level 6, :name "Wand
Prototype", :description "By 6th level, you now regularly experiment with
channeling different types of magic through wands. Whenever you finish a long rest
and your woodcarver's tools are with you, you can touch a nonmagical, wooden wand
and turn it into a magic item. When you do so, you invest it with one artificer
cantrip of your choice — even one you don't know — that has a casting time of 1
action. As an action, you can cause the magic wand to produce the cantrip, using
your spellcasting ability modifier (other creatures are unable to use the wand's
magic). The wand loses this magic when you finish your next long rest.\n Any
damage roll you make for a cantrip in the wand gains a bonus equal to your
Intelligence modifier (minimum of +1).\n When you reach 14th level in this class,
you can invest the wand with two cantrips at the end of a long rest."}
{:description "Starting at 14th level, you're a master at conjuring a well-defended
emplacement. You and your allies have half cover while within 10 feet of a turret
you create with Arcane Turret, as a result of a shimmering field of magical
protection that the turret emits.\n You can also now summon a second turret for
free and must finish a long rest before doing so again. If you summon the second
turret while the first is still present, the first one doesn't disappear, and each
turret can be of a different type (if you summon a third turret, the first turret
vanishes). Moreover, you can use one bonus action to activate both turrets.", :name
"Fortified Position", :level 14}], :level-modifiers [{:type :tool-
prof, :value :smiths-tools, :level 3} {:type :tool-prof, :value :woodcarvers-tools,
:level 3} {:type :spell, :level 3, :value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
3, :value {:level 1, :key :thunderwave, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :scorching-
ray, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :shatter, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :fireball}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :wind-wall}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :ice-storm}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :wall-of-fire}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :cone-of-cold}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-
pack "UA - The Artificer Revisited", :name
"Artillerist", :key :artillerist}}, :orcpub.dnd.e5/selections {:artificer-infusions
{:options [{:description "Item: A pair of boots (requires attunement)\n\nWhile
wearing these boots, a creature can teleport up to 15 feet as a bonus action to an
unoccupied space the creature can see. The creature must have occupied that space
at some point during the current turn.", :name "Boots of the Winding Path
(Prerequisite: 4th-level artificer)"} {:description "Item: A suit of armor or a
shield\n\nA creature gains a +1 bonus to Armor Class while wearing (armor) or
wielding (shield) the infused item. The bonus increases to +2 when you reach 12th
level in this class.", :name "Enhanced Defense"} {:description "Item: A simple or
martial weapon\n\nThis magic weapon grants a +1 bonus to attack and damage rolls
made with it. The bonus increases to +2 when you reach 12th level in this
class.", :name "Enhanced Weapon"} {:description "Item: 2–5 pouches\n\nThe infused
pouches all share one interdimensional space of the same capacity as a single
pouch. Thus, reaching into any of the pouches allows access to the same storage
space. A pouch operates as long as it is within 100 miles of another one of the
pouches; the pouch is otherwise empty and won't accept any contents.\n\nIf this
infusion ends, the items stored in the shared space move into one of the pouches,
determined at random. The rest of the pouches become empty.", :name "Many-Handed
Pouch (Prerequisite: 4th-level artificer)"} {:description "Item: A simple or
martial weapon (requires attunement)\n\nThis magic weapon grants a +1 bonus to
attack and damage rolls made with it. While holding it, the wielder can take a
bonus action to cause it to shed bright light in a 30-foot radius and dim light for
an additional 30 feet. The wielder can extinguish the light as a bonus action.\n\
nAs a reaction immediately after being hit by a melee attack, the wielder can cause
the attacker to be blinded until the end of the attacker's next turn, unless the
attacker succeeds on a Constitution saving throw against your spell save DC. Once
used, this reaction can't be used again until the wielder finishes a short or long
rest.", :name "Radiant Weapon (Prerequisite: 8th-level artificer)"} {:description
"Item: A suit of armor (requires attunement)\n\nWhile wearing this armor, a
creature has resistance to one of the following damage types, which you choose when
you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.", :name "Resistant Armor (Prerequisite: 8th-level artificer)"}
{:description "Item: A simple or martial weapon with the thrown property\n\nThis
magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged
attack.", :name "Returning Weapon"} {:description "Using this infusion, you
replicate a particular magic item; an Alchemy Jug. See the item's description in
the Dungeon Master's Guide for
more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Alchemy Jug"}
{:description "Using this infusion, you replicate a particular magic item; a Bag of
Holding. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Bag of Holding"}
{:description "Using this infusion, you replicate a particular magic item; a Cap of
Water Breathing. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Cap of Water
Breathing"} {:description "Using this infusion, you replicate a particular magic
item; a Cloak of the Manta Ray. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Cloak of
the Manta Ray"} {:description "Using this infusion, you replicate a particular
magic item; Goggles of Night. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Goggles
of Night"} {:description "Using this infusion, you replicate a particular magic
item; a Lantern of Revealing. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Lantern
of Revealing"} {:description "Using this infusion, you replicate a particular magic
item; a Rope of Climbing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Rope of
Climbing"} {:description "Using this infusion, you replicate a particular magic
item; Sending Stones. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Sending Stones"}
{:description "Using this infusion, you replicate a particular magic item; a Wand
of Magic Detection. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Wand of Magic
Detection"} {:description "Using this infusion, you replicate a particular magic
item; a Wand of Secrets. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Wand of
Secrets"} {:description "Using this infusion, you replicate a particular magic
item; Boots of Elvenkind. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Boots of
Elvenkind (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Boots of Striding and Springing.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Boots of Striding and Springing
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of the Winterlands. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Boots of the Winterlands (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Bracers of Archery. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Bracers of Archery (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Brooch of Shielding.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Brooch of Shielding (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Elvenkind. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Cloak of Elvenkind (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Cloak of Protection. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Cloak of Protection (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Eyes of Charming. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Eyes of
Charming (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Eyes of the Eagle. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Eyes of the Eagle (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Gauntlets of Ogre Power. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Gauntlets of Ogre Power (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Gloves of Missile Snaring.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Gloves of Missile Snaring (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Gloves of Swimming and Climbing. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Gloves of Swimming and Climbing (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; . See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Gloves of Thievery. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Gloves of
Thievery (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; . See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Hat of Disguise. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Hat of Disguise (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Headband of Intellect. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Headband of
Intellect (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Helm of Telepathy. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Helm of Telepathy (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Medallion of Thoughts. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate
Magic Item: Medallion of Thoughts (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Periapt of Wound Closure. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Periapt of Wound
Closure (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Pipes of Haunting. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Pipes of Haunting (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Pipes of the Sewers. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Pipes of
the Sewers (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Quiver of Ehlonna. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Quiver of Ehlonna (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Jumping. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Ring of
Jumping (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Mind Shielding. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Ring of Mind Shielding (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; a Ring of Water Walking. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Ring of Water Walking (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Slippers
of Spider Climbing. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Slippers of Spider
Climbing (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Winged Boots. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Winged Boots (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; an
Amulet of Health. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Amulet of Health
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Belt of Hill Giant Strength. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Belt of Hill Giant Strength
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Levitation. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Boots of Levitation (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
Speed. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Boots of Speed
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Bracers of Defense. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Bracers of Defense (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Cloak
of the Bat. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Cloak of the Bat
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Dimensional Shackles. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Dimensional Shackles (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Gem of
Seeing. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Gem of Seeing
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Horn of Blasting. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Horn of Blasting (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Ring
of Free Action. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Ring of Free Action
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Protection. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Ring of Protection (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Ring
of the Ram. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Ring of the Ram
(Prerequisite: 16th-level artificer)"}], :option-pack "UA - The Artificer
Revisited", :name "Artificer Infusions", :key :artificer-infusions}}}, "UA -
Fighter, Ranger, and Rogue" {:orcpub.dnd.e5/selections {:rune-magic {:options
[{:name "Huag (Hill Rune)", :description "This rune's magic bestows a resilience
reminiscent of a hill giant. While wearing or carrying an object inscribed with
this rune, you have advantage on saving throws against being poisoned, and you have
resistance against poison damage.\n In addition, you can invoke the rune as a
bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for
1 minute.Once you invoke the rune, you can't do so again until you finish a short
or long rest."} {:description "This rune's magic channels the masterful
craftsmanship of fire giant smiths. While wearing or carrying an object inscribed
with this rune, your proficiency bonus is doubled for any ability check you make
that uses your proficiency with a tool.\n In addition, when you hit a creature
with a weapon attack, you can invoke the rune to summon fiery shackles: the target
must succeed on a Strength saving throw or be restrained for 1 minute. While
restrained by the shackles, the target takes 2d6 fire damage at the start of each
of its turns. The target can repeat the saving throw at the end of each of its
turns, banishing the shackles on a success. Once you invoke the rune, you can't do
so again until you finish a short or long rest.", :name "Ild (Fire Rune)"} {:name
"Ise (Frost Rune)", :description "This rune's magic evokes a frost giant's stoic
calm. While wearing or carrying an object inscribed with this rune, you have
advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.\n
In addition, you can invoke the rune as a bonus action to increase your Strength
score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not
30. Once you invoke the rune, you can't do so again until you finish a short or
long rest."} {:description "This rune's magic emulates the deceptiveness of a cloud
giant. While wearing or carrying an object inscribed with this rune, you have
advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception)
checks.\n In addition, when you or a creature you can see within 30 feet of you
is hit by an attack roll, you can use your reaction to invoke the rune and cause
that attack to target a different creature within 30 feet of you (other than the
attacker), using the same roll. This magic can transfer the attack regardless of
the attack's range. Once you invoke the rune, you can't do so again until you
finish a short or long rest.", :name "Skye (Cloud Rune)"} {:name "Stein (Stone
Rune)", :description "This rune's magic channels the insightfulness of a stone
giant.While wearing or carrying an object inscribed with this rune, you have
advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60
feet. If you already have darkvision, its range increases by 30 feet.\n In
addition, when a creature you can see ends its turn within 30 feet of you, you can
use your reaction to invoke the rune and force the creature to make a Wisdom saving
throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While
charmed in this way, the creature has a speed of 0 and is incapacitated, descending
into a dreamy stupor. The effect ends if the charmed creature takes any damage or
if someone else uses an action to shake the creature out of its haze. Once you
invoke the rune, you can't do so again until you finish a short or long rest."}
{:name "Uvar (Storm Rune)", :description "Using this rune, you can glimpse the
future like a storm giant. While wearing or carrying an object inscribed with this
rune, you have advantage on Intelligence (Arcana) checks, and you can't be
surprised as long as you are not incapacitated.\n In addition, you can invoke the
rune as a bonus action to enter a prophetic state for 1 minute or until you're
incapacitated. Until the state ends, when you or another creature you can see
within 60 feet of you makes an attack roll, a saving throw, or an ability check,
you can use your reaction to cause the roll to have advantage or disadvantage. Once
you invoke the rune, you can't do so again until you finish a short or long
rest."}], :name "Rune Magic", :option-pack "UA - Fighter, Ranger, and
Rogue", :key :rune-magic}}, :orcpub.dnd.e5/subclasses {:rune-knight
{:class :fighter, :traits [{:name "Bonus Proficencies", :level 3, :description "You
gain proficiency with Smith's tools, and you learn to read, write, and speak Giant.
Add this language proficiency manually. "} {:name "Rune Magic", :description "You
learn how to use runes to enhance your gear. When you gain this feature, you learn
how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune
Options” at https://media.wizards.com/2019/dnd/downloads/UA-RuneSwarmRevived.pdf).\
n Whenever you finish a long rest, you can touch a number of objects equal to the
number of runes you know, and you inscribe a different rune onto each of the
objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.\
n Your rune remains on an object until you finish a long rest, and an object can
bear only one of your runes.\n Each time you gain a level in this class, you can
replace one rune you know with a different one.\n The Rune Magic features are all
magical effects. If a rune requires a saving throw, your Rune Magic save DC equals
8 + your proficiency bonus + your Intelligence modifier.", :level 3} {:name "Giant
Might ", :description "You can imbue yourself with the might of giants. As a bonus
action, you magically gain the following benefits, which last for 1 minute:\n •
If you are smaller than Large, you become Large, along with anything you are
wearing. If you lack the room to become Large, your size doesn't change.\n • You
have advantage on Strength checks and Strength saving throws.\n • Your weapon
attacks deal an extra 1d6 damage.\n You can use this feature twice, and you
regain all expended uses of it when you finish a long rest.", :level 3} {:level
7, :description "You learn to invoke your rune magic to protect your allies. When
another creature you can see within 60 feet of you is hit by an attack roll, you
can use your reaction to grant a bonus to the creature's AC against that attack.
The bonus equals 1 + your Intelligence modifier (minimum of +2).\n In addition,
you learn one new rune of your choice from the Rune Magic feature (for a total of
three).", :name "Defensive Runes."} {:name "Great Stature", :level 10, :description
"The magic of your runes permanently alters you. When you gain this feature, roll
3d4. You grow a number of inches in height equal to the roll. Moreover, the extra
damage you deal with your Giant Might feature increases to 1d8.\n In addition,
you learn one new rune of your choice from your Rune Magic feature (for a total of
four)."} {:name "Rune Magic Mastery", :description "You can invoke each rune you
know from your Rune Magic feature twice, rather than once, and you regain all
expended uses when you finish a short or long rest.\n In addition, you learn one
new rune of your choice from the Rune Magic feature (for a total of five).", :level
15} {:name "Blessing of the All Father", :level 18, :description "You learn how to
share your rune magic with your allies. When you use your Giant Might feature, you
can choose one willing creature you can see within 60 feet of you. The chosen
creature also gains the benefits of your Giant Might feature."}], :level-modifiers
[{:type :tool-prof, :value :smiths-tools, :level 3}], :name "Rune Knight", :option-
pack "UA - Fighter, Ranger, and Rogue", :level-selections [{:type :rune-
magic, :level 15, :num 5} {:type :rune-magic, :level 10, :num 4} {:type :rune-
magic, :level 7, :num 3} {:type :rune-magic, :level 3, :num 2}], :key :rune-
knight}, :the-revived {:class :rogue, :traits [{:description "You remember talents
you had in your previous life. When you finish a long rest, you gain one skill or
tool proficiency of your choice. You can replace this proficiency with another when
you finish a long rest. Enter this proficiency manually.", :name "Tokens of Past
Life", :level 3} {:name "Revived Nature", :description "Your newfound connection to
death gives you the following benefits:\n • You have advantage on saving throws
against disease and being poisoned, and you have resistance to poison damage.\n •
You don't need to eat, drink, or breathe.\n • You don't need to sleep. When you
take a long rest, you must spend at least four hours in an inactive, motionless
state, rather than sleeping. In this state, you remain semiconscious, and you can
hear as normal.", :level 3} {:description "You have learned to unleash bolts of
necrotic energy from within your revived body. Immediately after you use your
Cunning Action, you can make a ranged spell attack against a creature within 30
feet of you, provided you haven't used your Sneak Attack this turn. You are
proficient with it, and you add your Dexterity modifier to its attack and damage
rolls. A creature hit by this attack takes necrotic damage equal to your Sneak
Attack. This uses your Sneak Attack for the turn.", :name "Bolts from the
Grave", :level 3} {:name "Connect with the Dead", :level 9, :description "You can
create a link with a spirit through their corpse. When you do so, you cast the
speak with dead spell, without using a spell slot or material components.
Intelligence is your spellcasting ability for this spell.\n Speaking with the
dead in this way temporarily gives you a capability from a past life—you're unsure
whether it's from your past or the spirit's. When the spell ends, you gain one
random benefit from the Revived Capabilities table. The benefit lasts until you
finish a short or long rest.\n\nRevived Capabilities\\\nd3 Capability\n1
You learn how to speak, read, and write one language of your choice.\n2 You
gain one skill or tool proficiency of your choice.\n3 You gain proficiency
with one saving throw of your choice.\n\n After you cast the spell with this
feature, you can't do so again until you finish a short or long rest."}
{:description "When at death's door, you can converse with the powers of death. You
have advantage on death saving throws, and whenever you make a death saving throw,
your spirit can ask an entity of death a question that can be answered with “yes,”
“no,” or “unknown.” The entity answers truthfully, using the knowledge of all those
who have died.\n In addition, whenever you have 0 hit points and are healed or
stabilized, you can change any of your personal characteristics: personality trait,
ideal, bond, or flaw.", :name "Audience of Death", :level 13} {:name "Ethereal
Jaunt", :level 17, :description "Like a ghost, you have the ability to slip in and
out of the Ethereal Plane. You can now use your Cunning Action to teleport to an
unoccupied space within 30 feet of you. You don't need to see that space to
teleport to it, but your teleportation fails, wasting your bonus action, if you
attempt to teleport through magical force that is Medium or larger, such as a wall
of force. If you appear in a space occupied by another creature or filled by an
object, you are immediately shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the number of feet you are shunted."}],
:level-modifiers [{:type :spell, :level 9, :value {:level 3, :key :speak-with-dead,
:ability :orcpub.dnd.e5.character/int}}], :name "The Revived", :option-pack "UA -
Fighter, Ranger, and Rogue", :key :the-revived}, :swarmkeeper
{:class :ranger, :traits [{:description "You magically attract a swarm of fey
spirits that look like Tiny beasts of your choice. The swarm remains in your space,
crawling on you or through your clothing, or flying and skittering immediately
around you within your space.\n As a bonus action, you can agitate the swarm for
1 minute. For the duration, some of the swarm clings to your
weapons or follows your strikes when you attack: once during each of your turns
when you hit a creature with a weapon attack, you can deal an extra 1d6 force
damage to that creature, and the swarm moves the creature up to 5 feet toward you
or away from you (your choice). At 11th level, the extra damage increases to 2d6.\n
You can use this feature a number of times equal to your Wisdom modifier (minimum
of once), and you regain all expended uses when you finish a long rest. ", :name
"Gathered Swarm", :level 3} {:name "Writhing Tide", :level 7, :description "You can
condense part of your swarm into a focused mass that lifts or sweeps you along.
Whenever you activate your Gathered Swarm feature, choose one of the following
additional benefits:\n • Your walking speed increases by 10 feet, and you can
take the Disengage action as a bonus action.\n • You gain a climb speed equal to
your walking speed. You can climb difficult surfaces, including upside down on
ceilings, without making an ability check.\n • You gain a flying speed of 10 feet
and can hover."} {:level 11, :name "Scuttling Eyes", :description "As an action,
you can magically form one of the spirits of your swarm into the shape of a Tiny
beast of your choice. The transformation lasts for 1 hour, at which point the
spirit disappears. For the duration, the spirit has a speed of 40 feet, which it
can use to walk, climb, fly, or swim. The spirit has your senses and telepathically
relays what it sees and hears to you. During your turn, you can speak through the
spirit, telepathically command it to move, and it can Hide using your bonus to
Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must
succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt,
whichever is higher) or the spirit disappears.\n As an action, you can dismiss
the spirit early. If you do, you can magically teleport to an unoccupied space
within 5 feet of where the spirit disappeared.\n Once you use this feature, you
can't do so again until you finish a long rest. You can also use it again by
expending a spell slot of 3rd level or higher."} {:name "Storm of Minions", :level
15, :description "Your swarm can expel a seething storm of spirits that drains life
from others. As an action, you create a magical sphere filled with an enraged swarm
centered on a point you can see within 120 feet of you. The sphere has a 10-foot-
radius and lasts for 1 minute. The sphere is difficult terrain for creatures other
than you. A creature other than you that starts its turn in the sphere's area must
make a Constitution saving throw against your spell save DC. On a failed save, the
creature takes 2d8 necrotic damage and is blinded until the start of its next turn.
On a successful save, it takes half as much damage and isn't blinded. At the start
of your turn, if any number of Small or larger creatures took necrotic damage from
the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus
action to move the sphere up to 30 feet.\n When you activate this feature, you
can choose any number of creatures you can see to be unaffected by it.\n Once you
use this feature, you can't do so again until you finish a long rest. You can also
use it again by expending a spell slot of 4th level or higher."}], :level-modifiers
[{:type :spell, :level 3, :value {:key :mage-
hand, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 3, :value
{:level 1, :ability :orcpub.dnd.e5.character/wis, :key :faerie-fire}}
{:type :spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/wis, :key :web}} {:type :spell, :level 9, :value {:level
3, :ability :orcpub.dnd.e5.character/wis, :key :gaseous-form}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/wis, :key :giant-insect}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/wis, :key :insect-plague}}], :name
"Swarmkeeper", :option-pack "UA - Fighter, Ranger, and
Rogue", :key :swarmkeeper}}}, "UA - Fighter" {:orcpub.dnd.e5/subclasses
{:sharpshooter {:class :fighter, :traits [{:description "Beginning when you choose
this archetype at 3rd level, your aim becomes deadly. As a bonus action on your
turn, you can take careful aim at a creature you can see that is within range of a
ranged weapon you're wielding. Until the end of this turn, your ranged attacks with
that weapon gain two benefits against the target:\n • The attacks ignore half and
three-quarters cover.\n • On each hit, the weapon deals additional damage to the
target equal to 2 + half your fighter level.\n You can use this feature three
times. You regain all expended uses of it when you finish a short or long
rest.", :name "Steady Aim", :level 3} {:description "Starting at 7th level, you
excel at picking out hidden enemies and other threats. You can take the Search
action as a bonus action. You also gain proficiency in the Perception,
Investigation, or Survival skill (choose one and enter it manually).", :name
"Careful Eyes", :level 7} {:name "Close-Quarters Shooting", :description "At 10th
level, you learn to handle yourself in close combat. Making a ranged attack roll
while within 5 feet of an enemy doesn't impose disadvantage on your roll.\nIn
addition, if you hit a creature within 5 feet of you with a ranged attack on your
turn, that creature can't take reactions until the end of this turn.", :level 10}
{:name "Rapid Strike", :description "Starting at 15th level, you learn to trade
accuracy for swift strikes. If you have advantage on a weapon attack against a
target on your turn, you can forgo that advantage to immediately make an additional
weapon attack against the same target as a bonus action.", :level 15} {:name "Snap
Shot", :level 18, :description "Starting at 18th level, you are ever ready to
spring into action. If you take the Attack action on your first turn of a combat,
you can make one additional ranged weapon attack as part of that
action."}], :level-modifiers [], :option-pack "UA - Fighter", :name "Sharpshooter",
:key :sharpshooter}}}, "UA - Waterborne Adventures" {:orcpub.dnd.e5/races
{:minotaur-krynn- {:key :minotaur-krynn-, :speed 30, :name "Minotaur
(Krynn)", :abilities {:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack
"UA - Waterborne Adventures", :profs {:tool {:navigators-tools true, :water-
vehicles true}}, :languages #{"Abyssal" "Common"}, :props {:weapon-prof {:simple
true}}, :traits [{:description "Your choice of your Strength, Intelligence, or
Wisdom score increases by 1 (Change manually in the Ability Scores).", :name
"Conqueror's Virtue"} {:description "You are never unarmed. Your horns are a melee
weapon that deals 1d10 piercing damage, and you are proficient with your horns.
Your horns grant you advantage on all checks made to shove a creature, but not to
avoid being shoved yourself.", :name "Horns"} {:description "When you take the
Attack action on your turn to make a melee attack, you can attempt to shove a
creature as a bonus action. You cannot use this shove attempt to knock a creature
prone.", :name "Hammering Horns"} {:description "When you take the Dash action on
your turn, you can use your bonus action to make one melee attack with your
horns.", :name "Goring Rush"} {:description "You can perfectly recall any path you
have traveled.", :name "Labyrinthine Recall"} {:description "You count as one size
larger when determining your carrying capacity and the weight you can push, drag,
or lift.", :name "Powerful Build"}]}}}, "UA - Feats" {:orcpub.dnd.e5/feats
{:alchemist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You
have studied the secrets of alchemy and are an expert in its practice, gaining the
following benefits:\n • Increase your Intelligence score by 1, to a maximum of
20.\n • You gain proficiency with alchemist's supplies. If you are already
proficient with them, you double your proficiency bonus to checks you make with
them.\n • As an action, you can identify one potion within 5 feet of you, as if
you had tasted it. You must see the liquid for this benefit to work.\n • Over the
course of any short rest, you can temporarily improve the potency of one potion of
healing of any rarity. To use this benefit, you must have alchemist's supplies with
you, and the potion must be within reach. If the potion is drunk no more than 1
hour after the short rest ends, the creature drinking the potion can forgo the
potion's die roll and regains the maximum number of hit points that the potion can
restore.", :key :alchemist, :name "Alchemist", :option-pack "UA - Feats", :prereqs
#{}, :props {:tool-prof-or-expertise {:alchemists-supplies true}}}, :blade-mastery
{:ability-increases #{}, :description "You master the shortsword, longsword,
scimitar, rapier, and greatsword. You gain the following benefits when using any of
them:\n • You gain a +1 bonus to attack rolls you make with the weapon.\n • On
your turn, you can use your reaction to assume a parrying stance, provided you have
the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your
next turn or until you're not holding the weapon.\n • When you make an
opportunity attack with the weapon, you have advantage on the attack
roll.", :key :blade-mastery, :name "Blade Mastery", :option-pack "UA -
Feats", :prereqs #{}}, :burglar {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :description "You pride yourself on your quickness
and your close study of certain clandestine activities. You gain the following
benefits:\n • Increase your Dexterity score by 1, to a maximum of 20.\n • You
gain proficiency with thieves' tools. If you are already proficient with them, you
add double your proficiency bonus to checks you make with
them.", :key :burglar, :name "Burglar", :option-pack "UA - Feats", :prereqs
#{}, :props {:tool-prof-or-expertise {:thieves-tools
true}}}, :fell-handed {:ability-increases #{}, :description "You master the
handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits
when using any of them: \n • You gain a +1 bonus to attack rolls you make with
the weapon.\n • Whenever you have advantage on a melee attack roll you make with
the weapon and hit, you can knock the target prone if the lower of the two d20
rolls would also hit the target.\n • Whenever you have disadvantage on a melee
attack roll you make with the weapon, the target takes bludgeoning damage equal to
your Strength modifier (minimum of 0) if the attack misses but if the higher of the
two d20 rolls would have hit.\n • If you use the Help action to aid an ally's
melee attack while you're wielding the weapon, you knock the target's shield aside
momentarily. In addition to the ally gaining advantage on the attack roll, the ally
gains a +2 bonus to the roll if the target is using a shield.", :key :fell-
handed, :name "Fell Handed", :option-pack "UA - Feats", :prereqs #{}}, :flail-
mastery {:ability-increases #{}, :description "The flail is a tricky weapon to use,
but you have spent countless hours mastering it. You gain the following benefits.\n
• You gain a +1 bonus to attack rolls you make with the weapon.\n • As a bonus
action on your turn, you can prepare yourself to extend your flail to sweep over
targets' shields. Until the end of this turn, your attack rolls with a flail gain a
+2 bonus against any target using a shield.\n • When you hit with an opportunity
attack using a flail, the target must succeed on a Strength saving throw (DC 8 +
your proficiency bonus + your Strength modifier) or be knocked
prone.", :key :flail-mastery, :name "Flail Mastery", :option-pack "UA -
Feats", :prereqs #{}}, :gourmand {:ability-increases
#{:orcpub.dnd.e5.character/con}, :description "You have mastered a variety of
special recipes, allowing you to prepare exotic dishes with useful effects. You
gain the following benefits:\n • Increase your Constitution score by 1, to a
maximum of 20.\n • You gain proficiency with cook's utensils. If you are already
proficient with them, you add double your proficiency bonus to checks you make with
them.\n • As an action, you can inspect a drink or plate of food within 5 feet of
you and determine whether it is poisoned, provided that you can see and smell it.\n
• During a long rest, you can prepare and serve a meal that helps you and your
allies recover from the rigors of adventuring, provided you have suitable food,
cook's utensils, and other supplies on hand. The meal serves up to six people, and
each person who eats it regains two additional Hit Dice at the end of the long
rest. In addition, those who partake of the meal have advantage on Constitution
saving throws against disease for the next 24 hours.", :key :gourmand, :name
"Gourmand", :option-pack "UA - Feats", :prereqs #{}, :props {:tool-prof-or-
expertise {:cooks-utensils true, :thieves-tools false}}}, :master-of-disguise
{:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have honed
your ability to shape your personality and to read the personalities of others. You
gain the following benefits:\n • Increase your Charisma score by 1, to a maximum
of 20.\n • You gain proficiency with the disguise kit. If you are already
proficient with it, you add double your proficiency bonus to checks you make with
it.\n • If you spend 1 hour observing a creature, you can then spend 8 hours
crafting a disguise you can quickly don to mimic that creature. Making the disguise
requires a disguise kit. You must make checks as normal to disguise yourself, but
you can assume the disguise as an action.", :key :master-of-disguise, :name "Master
of Disguise", :option-pack "UA - Feats", :prereqs #{}, :props {:tool-prof-or-
expertise {:cooks-utensils false, :disguise-kit true, :thieves-tools
false}}}, :spear-mastery {:ability-increases #{}, :description "Though the spear is
a simple weapon to learn, it rewards you for the time you have taken to master it.
You gain the following benefits.\n • You gain a +1 bonus to attack rolls you make
with a spear.\n • When you use a spear, its damage die changes from a d6 to a d8,
and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if
another feature has already improved the weapon's die.)\n • You can set your
spear to receive a charge. As a bonus action, choose a creature you can see that is
at least 20 feet away from you. If that creature moves within your spear's reach on
its next turn, you can make a melee attack against it with your spear as a
reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an
extra 1d10 piercing damage if you wield the spear with two hands. You can't use
this ability if the creature used the Disengage action before moving.\n • As a
bonus action on your turn, you can increase your reach with a spear by 5 feet for
the rest of your turn.", :key :spear-mastery, :name "Spear Mastery", :option-pack
"UA - Feats", :prereqs #{}}}}, "UA - Spells and Magic Tattoos"
{:orcpub.dnd.e5/spells {:summon-elemental-spirit {:description "You call forth a
spirit from the Elemental Planes. The spirit manifests physically in an unoccupied
space that you can see within range. This corporeal form uses the Elemental Spirit
stat block below. When you cast the spell, choose an element: Air, Earth, Fire, or
Water. The creature physically resembles a vaguely humanoid form wreathed in the
chosen element, which also determines some of the traits in its stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.\n The
creature is friendly to you and your companions for the spell's duration. In
combat, the creature shares your initiative count, but it takes its turn
immediately after yours. It obeys verbal commands that you issue to it (no action
required by you). If you don't issue any, it defends itself but otherwise takes no
action.\n At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the creature assumes the higher level for that casting wherever it
uses the spell's level in its stat block. ", :key :summon-elemental-spirit, :school
"conjuration", :name "Summon Elemental Spirit", :duration "Concentration, up to 1
hour", :level 4, :option-pack "UA - Spells and Magic Tattoos", :components {:verbal
true, :somatic true, :material true, :material-component "air, a pebble, ash, and
water inside a crystal vial worth at least 400 gp"}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid true, :paladin
false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90
feet"}, :summon-bestial-spirit {:description "You call forth the spirit of a beast.
The spirit manifests physically in an unoccupied space that you can see within
range. This corporeal form uses the Bestial Spirit stat block below. When you cast
the spell, choose an environment: Air, Land, or Water. The creature physically
resembles an animal of your choice that is native to the chosen environment, which
also determines one of the movement modes in the creature's stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.\n The
creature is friendly to you and your companions for the spell's duration. In
combat,the creature shares your initiative count, but it takes its turn immediately
after yours. It obeys verbal commands that you issue to it (no action required by
you). If you don't issue any, it defends itself but otherwise takes no action.\n
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the creature assumes the higher level for that casting wherever it uses the
spell's level in its stat block. ", :key :summon-bestial-spirit, :school
"conjuration", :name "Summon Bestial Spirit", :duration "Concentration, up to 1
hour", :level 2, :option-pack "UA - Spells and Magic Tattoos", :components {:verbal
true, :somatic true, :material true, :material-component "a feather, tuft of fur,
and fish tail inside a gilded acorn worth at least 200 gp"}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid true, :paladin
false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "90
feet"}, :summon-shadow-spirit {:description "You call forth a shadowy spirit from
the Shadowfell. The spirit manifests physically in an unoccupied space that you can
see within range. This corporeal form uses the Shadow Spirit stat block below. When
you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature
physically resembles a misshapen humanoid marked by the chosen emotion, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 4th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-shadow-spirit, :school "conjuration", :name "Summon Shadow
Spirit", :duration "Concentration, up to 1 hour", :level 3, :option-pack "UA -
Spells and Magic Tattoos", :components {:verbal true, :somatic true, :material
true, :material-component "tears inside a crystal vial worth at least 300
gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "90 ft."}, :summon-celestial-spirit
{:description "You call forth a spirit from the Upper Planes. The spirit manifests
physically in an angelic form in an unoccupied space that you can see within range.
This corporeal form uses the Celestial Spirit stat block below. When you cast the
spell, choose Avenger or Defender. Your choice determines the creature's attack in
its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.\n The creature is friendly to you and your companions for the spell's
duration. In combat, the creature shares your initiative count, but it takes its
turn immediately after yours. It obeys verbal commands that you issue to it (no
action required by you). If you don't issue any, it defends itself but otherwise
takes no action.\n At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the creature assumes the higher level for that casting
wherever it uses the spell's level in its stat block. ", :key :summon-celestial-
spirit, :school "conjuration", :name "Summon Celestial Spirit", :duration
"Concentration, up to 1 hour", :level 5, :option-pack "UA - Spells and Magic
Tattoos", :components {:verbal true, :somatic true, :material true, :material-
component "a golden reliquary worth at least 500 gp"}, :casting-time "1
action", :spell-lists {:bard false, :cleric true, :druid false, :paladin
true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90
feet"}, :summon-undead-spirit {:description "You call forth a restless spirit from
beyond the grave. The spirit manifests physically in an unoccupied space that you
can see within range. This corporeal form uses the Undead Spirit stat block below.
When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal.
The creature physically resembles a humanoid with the chosen form, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 4th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-undead-spirit, :school "necromancy", :name "Summon Undead
Spirit", :duration "Concentration, up to 1 hour", :level 3, :option-pack "UA -
Spells and Magic Tattoos", :components {:verbal true, :somatic true, :material
true, :material-component "a gilded humanoid skull worth at least 300
gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard
true}, :range "90 ft."}, :summon-fiendish-spirit {:description "You call forth a
fiendish spirit from the Lower Planes. The spirit manifests physically in an
unoccupied space that you can see within range. This corporeal form uses the
Fiendish Spirit stat block below. When you cast the spell, choose Demon, Devil, or
Yugoloth. The creature physically resembles a fiend of the chosen type, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 7th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-fiendish-spirit, :school "conjuration", :name "Summon
Fiendish Spirit", :duration "Concentration, up to 1 hour", :level 6, :option-pack
"UA - Spells and Magic Tattoos", :components {:verbal true, :somatic
true, :material true, :material-component "humanoid blood inside a ruby vial worth
at least 600 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true,
:wizard true}, :range "90 feet"}, :acid-stream {:description "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 3d4
acid damage at start of each of its turns.\n At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for
each slot level above 1st.", :key :acid-stream, :school "evocation", :name "Acid
Stream", :duration "Concentration, up to 1 minute", :level 1, :option-pack "UA -
Spells and Magic Tattoos", :components {:material-component "a bit of rotten food",
:verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-
lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot
line)"}, :summon-aberrant-spirit {:description "You call forth a spirit from the
Far Realm or another alien realm of madness. The spirit manifests physically in an
unoccupied space that you can see within range. This corporeal form uses the
Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin,
Slaadi, or Star Spawn. The creature physically resembles your choice, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 5th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-aberrant-spirit, :school "conjuration", :name "Summon
Aberrant Spirit", :duration "Concentration, up to 1 hour", :level 4, :option-pack
"UA - Spells and Magic Tattoos", :components {:somatic true, :material-component "a
pickled tentacle and an eyeball in a crystal vial worth at least 400 gp", :material
true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "90 feet"}, :spirit-shroud {:description "You call
forth spirits of the dead, which flit around you for the spell's duration. The
spirits are intangible and invulnerable, and they are good or evil (your choice).\n
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a
creature within 10 feet of you. This damage is radiant if the spirits are good and
necrotic if they are evil. Any creature that takes this damage can't regain hit
points until the start of your next turn.\n In addition, any creature of your
choice that you can see that starts its turn within 10 feet of you has its speed
reduced by 10 feet until the start of your next turn.\n At Higher Levels. When
you cast this spell using a spell slot of 4th level or higher, the extra damage
increases by 1d8 for each slot level above 3rd.", :key :spirit-shroud, :school
"necromancy", :name "Spirit Shroud", :duration "Concentration, up to 1
minute", :level 3, :option-pack "UA - Spells and Magic Tattoos", :components
{:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard
false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer
false, :warlock true, :wizard true}, :range "Self"}, :otherworldly-form
{:description "Uttering an incantation, you draw on the magic of the Lower Planes
or Upper Planes (your choice) to transform yourself. You gain the following
benefits until the spell ends:\n • You are immune to fire and poison damage
(Lower Planes) or radiant and necrotic damage (Upper Planes).\n • You are immune
to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n
• Spectral wings appear on your back, giving you a flying speed of 40 feet.\n •
You have a +2 bonus to AC.\n • All your weapon attacks are magical, and when you
make a weapon attack, you can use your spellcasting ability modifier, instead of
Strength or Dexterity, for the attack and damage rolls.\n • You can attack twice,
instead of once, when you take the Attack action on your turn. You ignore this
benefit if you already have a feature, like Extra Attack, that gives you extra
attacks.", :key :otherworldly-form, :school "transmutation", :name "Otherworldly
Form", :duration "Concentration, up to 1 minute", :level 6, :option-pack "UA -
Spells and Magic Tattoos", :components {:verbal true, :somatic true, :material
true, :material-component "an object engraved with a symbol of the Outer Planes,
worth at least 500 gp"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :summon-fey-spirit
{:description "You call forth a spirit from the Feywild. The spirit manifests
physically in an unoccupied space that you can see
within range. This corporeal form uses the Fey Spirit stat block below. When you
cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature
physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen
mood, which also determines one of the traits in its stat block. The creature
disappears when it drops to 0 hit points or when the spell ends.\n The creature
is friendly to you and your companions for the spell's duration. In combat, the
creature shares your initiative count, but it takes its turn immediately after
yours. It obeys verbal commands that you issue to it (no action required by you).
If you don't issue any, it defends itself but otherwise takes no action.\n At
Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
the creature assumes the higher level for that casting wherever it uses the spell's
level in its stat block. ", :key :summon-fey-spirit, :school "conjuration", :name
"Summon Fey Spirit", :duration "Concentration, up to 1 hour", :level 3, :option-
pack "UA - Spells and Magic Tattoos", :components {:verbal true, :somatic
true, :material true, :material-component "a gilded flower worth at least 300 gp"},
:casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid
true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard
true}, :range "90 feet"}}, :orcpub.dnd.e5/monsters {:aberrant-spirit {:senses
"darkvision 60 ft., passive Perception 10", :description "Hit Points: equal the
aberration's Constitution modifier + your spellcasting ability modifier + ten times
the spell's level\nLanguages: understands the languages you speak\n\nRegeneration
(Slaadi Only). The aberration regains 10 hit points at the start of its turn if it
has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only). At the start of
each of the aberration's turns, each creature within 5 feet of it must succeed on a
Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided
that the aberration isn't incapacitated.", :armor-notes "+ the level of the spell
(natural armor)", :key :aberrant-spirit, :int 16, :speed "30 ft., fly 30 ft.
(Beholderkin only; hover)", :name "Aberrant Spirit", :alignment "neutral
evil", :cha 6, :hit-points {:die-count 1, :die
4}, :type :aberration, :size :medium, :option-pack "UA - Spells and Magic Tattoos",
:armor-class 11, :str 16, :con 15, :dex 10, :wis 10, :props {:damage-immunity
{:psychic true}, :language {:deep-speech true}}, :traits [{:name
"Multiattack", :type :action, :description "The aberration makes a number of
attacks equal to half this spell's level (rounded down)."} {:description "Ranged
Spell Attack: +3 + the spell's level to hit, range 30 ft., one creature. Hit: 1d8 +
3 + the spell's level psychic damage.", :name "Eye Ray (Beholderkin
Only)", :type :action} {:description "Melee Weapon Attack: +3 + the spell's level
to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage.
If the target is a creature, it can't regain hit points until the start of the
aberration's next turn.", :name "Claws (Slaadi Only)", :type :action} {:description
"Melee Spell Attack: +3 + the spell's level to hit, reach 5 ft., one creature. Hit:
1d6 + 3 + the spell's level psychic damage.", :name "Psychic Slam (Star Spawn
Only)", :type :action}]}, :bestial-spirit {:senses "darkvision 60 ft.,passive
Perception 12", :description "Hit Points: equal the beast's Constitution modifier +
your spellcasting ability modifier + ten times the spell's level\nLanguages:
understands the languages you speak\n\nAmphibious (Water Only). The beast can
breathe air and water.\n\nFlyby (Air Only). The beast doesn't provoke opportunity
attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water
Only). The beast has advantage on an attack roll against a creature if at least one
of the beast's allies is within 5 feet of the creature and the ally isn't
incapacitated.", :armor-notes "+ the level of the spell (natural
armor)", :key :bestial-spirit, :int 4, :speed "30 ft., climb 30 ft. (Land only),
fly 60 ft. (Air only), swim 30 ft. (Water only)", :name "Bestial
Spirit", :alignment "unaligned", :cha 5, :hit-points {:die-count 1, :die
4}, :type :beast, :size :small, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11, :str 18, :con 16, :dex 11, :wis 14, :traits
[{:description "The beast makes a number of attacks equal to half this spell's
level (rounded down).", :name "Multiattack", :type :action} {:description "Melee
Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. Hit: 1d8 + 4
+ the spell's level piercing damage.", :type :action, :name "Maul"}]}, :celestial-
spirit {:senses "darkvision 60 ft., passive Perception 10", :description "Hit
Points: equal the celestial's Constitution modifier + your spellcasting ability
modifier + ten times the spell's level\nLanguages: Celestial, understands the
languages you speak", :armor-notes "+ the level of the spell (natural armor)", :key
:celestial-spirit, :int 10, :speed "30 ft., fly 40 ft.", :name "Celestial
Spirit", :alignment "neutral good", :cha 16, :hit-points {:die-count 1, :die
4}, :type :celestial, :size :large, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11, :str 16, :con 16, :dex 14, :wis 14, :props {:damage-
resistance {:radiant true}, :condition-immunity {:charmed true, :frightened
true}, :language {:celestial true}}, :traits [{:description "The celestial makes a
number of attacks equal to half this spell's level (rounded down).", :name
"Multiattack", :type :action} {:description "Ranged Weapon Attack: +2 + the spell's
level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level
radiant damage.", :type :action, :name "Radiant Bow (Avenger Only)"} {:description
"Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit:
1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or
another creature it can see within 10 feet of the target. The chosen creature gains
temporary hit points equal to the damage dealt, provided it doesn't already have
temporary hit points.", :name "Radiant Mace (Defender Only)", :type :action}
{:description "The celestial touches another creature. The target magically regains
hit points equal to2d8 + the spell's level. ", :type :action, :name "Healing Touch
(1/Day)"}]}, :elemental-spirit {:senses "darkvision 60 ft., passive Perception 10",
:description "Hit Points: equal the elemental's Constitution modifier + your
spellcasting ability modifier + ten times the spell's level\nDamage Resistances:
lightning, thunder (Air only); piercing, slashing (Earth only); acid (Water only)\
nDamage Immunities: poison; fire (Fire only)\nLanguages: Primordial, understands
the languages you speak\n\nAmorphous Form (Air, Fire, and Water Only). The
elemental can move through a space as narrow as 1 inch wide without
squeezing.", :armor-notes "+ the level of the spell (natural
armor)", :key :elemental-spirit, :int 4, :speed "40 ft., fly 40 ft. (Air only,
hover), burrow 40 ft. (Earth only), swim 40 ft. (Water only)", :name "Elemental
Spirit", :alignment "neutral", :cha 16, :hit-points {:die-count 1, :die
4}, :type :elemental, :size :medium, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11, :str 18, :con 17, :dex 15, :wis 10, :props {:damage-
resistance {:lightning true, :thunder true, :acid true, :piercing true, :slashing
true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:exhausted
true, :paralyzed true, :petrified true, :poisoned true, :unconscious
true}, :language {:primordial true}}, :traits [{:description "The elemental makes a
number of attacks equal to half this spell's level (rounded down).", :name
"Multiattack", :type :action} {:description "Melee Weapon Attack: +4 + the spell's
level to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level
bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", :name
"Slam"}]}, :fey-spirit {:senses "darkvision 60 ft., passive Perception
10", :description "Hit Points: equal the fey's Constitution modifier + your
spellcasting ability modifier + ten times the spell's level\nLanguages: Sylvan,
understands the languages you speak\n\nFey Step. As a bonus action, the fey can
magically teleport up to 30 feet to an unoccupied space it can see.\n\nDarkening
Step (Deceitful Only). Immediately after using its Fey Step, the fey can fill a 5-
foot cube within 5 feet of it with magical darkness, which remains until the end of
the fey's next turn.\n\nEcstatic Step (Joyful Only). Immediately after using its
Fey Step, the fey can choose a creature it can see within 10 feet of it and force
it to succeed on a Wisdom saving throw against your spell save DC or be charmed by
the fey for 1 minute. The charm ends if the fey or any of its companions deals any
damage to the target.\n\nImpassioned Step (Furious Only). Immediately after using
its Fey Step, the fey has advantage on the next attack roll it makes before the end
of its turn.", :armor-notes "+ the level of the spell (natural armor)", :key :fey-
spirit, :int 14, :speed "40 ft.", :name "Fey Spirit", :alignment "chaotic
good", :cha 16, :hit-points {:die-count 1, :die
4}, :type :fey, :size :small, :option-pack "UA - Spells and Magic Tattoos", :armor-
class 11, :str 13, :con 14, :dex 16, :wis 11, :props {:condition-immunity {:charmed
true}, :language {:sylvan true}}, :traits [{:description "The fey makes a number of
attacks equal to half this spell's level (rounded down).", :type :action, :name
"Multiattack"} {:description "Melee Weapon Attack: +3 + the spell's level to hit,
reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6
force damage. ", :type :action, :name "Shortsword"}]}, :fiendish-spirit {:senses
"darkvision 60 ft., passive Perception 10", :description "Hit Points:
equal the fiend's Constitution modifier + your spellcasting ability modifier + ten
times the spell's level\nLanguages: Abyssal, Infernal, telepathy 60 ft.\n\nMagic
Resistance. The fiend has advantage on saving throws against spells and other
magical effects.\n\nDeath Throes (Demon Only). When the fiend drops to 0 hit points
or the spell ends, the fiend explodes, and each creature within 10 feet of it must
make a Dexterity saving throw against your spell save DC. A creature takes 2d10 +
this spell's level fire damage on a failed save, or half as much damage on a
successful one.\n\nDevil's Sight (Devil Only). Magical darkness doesn't impede the
fiend's darkvision.", :armor-notes "+ the level of the spell (natural armor)", :key
:fiendish-spirit, :int 10, :speed "40 ft., climb 40 ft. (Demon only), fly 60 ft.
(Devil only)", :name "Fiendish Spirit", :alignment "any evil alignment", :cha
16, :hit-points {:die-count 1, :die 4}, :type :fiend, :size :large, :option-pack
"UA - Spells and Magic Tattoos", :armor-class 11, :str 13, :con 15, :dex 16, :wis
10, :props {:damage-resistance {:fire true}, :damage-immunity {:poison
true}, :condition-immunity {:poisoned true}, :language {:abyssal true, :infernal
true}}, :traits [{:description "The fiend makes a number of attacks equal to half
this spell's level (rounded down).", :name "Multiattack", :type :action}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
target. Hit: 1d12 + 3 + the spell's level necrotic damage.", :name "Bite (Demon
Only)", :type :action} {:description "Melee Weapon Attack: +3 + the spell's level
to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to
30 feet to an unoccupied space it can see.", :name "Claws (Yugoloth Only)"}
{:description "Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft.,
one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a
flammable object that isn't being worn or carried, it also catches
fire.", :type :action, :name "Hurl Flame (Devil Only)"}]}, :shadow-spirit {:senses
"darkvision 120 ft., passive Perception 10", :description "Hit Points: equal the
shadow's Constitution modifier + your spellcasting ability modifier + ten times the
spell's level\nLanguages: Common, understands the languages you speak\n\
nBloodthirsty Frenzy (Fury Only). The spirit has advantage on attack rolls against
frightened creatures.\n\nShadow Stealth (Fear Only). While in dim light or
darkness, the spirit can take the Hide action as a bonus action.\n\nWeight of Ages
(Despair Only). Any beast or humanoid, other than you, that starts its turn within
5 feet of the spirit has its speed reduced by 20 feet until the start of that beast
or humanoid's next turn.", :armor-notes "+ the level of the spell (natural armor)",
:key :shadow-spirit, :int 4, :speed "40 ft.", :name "Shadow Spirit", :alignment
"neutral evil", :cha 16, :hit-points {:die-count 1, :die
4}, :type :monstrosity, :size :medium, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11, :str 13, :con 15, :dex 16, :wis 10, :props {:damage-
resistance {:necrotic true}, :condition-immunity {:frightened true}, :language
{:common true}}, :traits [{:description "The spirit makes a number of attacks equal
to half this spell's level (rounded down).", :type :action, :name "Multiattack"}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
target. Hit: 2d8 + 3 + the spell's level cold damage.", :type :action, :name
"Chilling Rend"} {:type :action, :description "The spirit screams. Each creature
within 30 feet of it must succeed on a Wisdom saving throw against your spell save
DC or be frightened of the spirit for 1 minute. The frightened creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success.", :name "Dreadful Scream (1/Day)"}]}, :undead-spirit {:senses "darkvision
60 ft., passive Perception 10", :description "Hit Points: equal the undead's
Constitution modifier + your spellcasting ability modifier + ten times the spell's
level\nLanguages: Common, understands the languages you speak\n\nIncorporeal
Movement (Ghostly Only). The undead can become incorporeal while moving and pass
through other creatures and objects as if they were difficult terrain. If it ends
its turn inside an object, it is shunted to the nearest unoccupied space and takes
1d10 force damage for every 5 feet traveled.\n\nFestering Aura (Putrid Only). Any
creature, other than you, that starts its turn within 5 feet of the undead must
succeed on a Constitution saving throw against your spell save DC or be poisoned
until the start of its next turn.", :armor-notes "+ the level of the spell (natural
armor)", :key :undead-spirit, :int 4, :speed "30 ft., fly 40 ft. (Ghostly only;
hover)", :name "Undead Spirit", :alignment "neutral evil", :cha 9, :hit-points
{:die-count 1, :die 4}, :type :undead, :size :medium, :option-pack "UA - Spells and
Magic Tattoos", :armor-class 11, :str 12, :con 15, :dex 16, :wis 10, :props
{:damage-immunity {:necrotic true, :poison true}, :condition-immunity {:exhausted
true, :frightened true, :paralyzed true, :poisoned true}, :language {:common
true}}, :traits [{:description "The spirit makes a number of attacks equal to half
this spell's level (rounded down).", :type :action, :name "Multiattack"}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must
succeed on a Wisdom saving throw against your spell save DC or be frightened of the
undead until the end of the target's next turn.", :type :action, :name "Deathly
Touch (Ghostly Only)"} {:description "Ranged Spell Attack: +3 + the spell's level
to hit, range 150 ft., one target. Hit: 2d8 + 3 + the spell's level necrotic
damage.", :type :action, :name "Grave Bolt (Skeletal Only)"}
{:type :action, :description "Melee Weapon Attack: +3 + the spell's level to hit,
reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the
target is poisoned, it must succeed on a Constitution saving throw against your
spell save DC or be paralyzed until the end of its next turn.", :name "Rotting Claw
(Putrid Only)"}]}}}, "Adventurers League - Elemental Evil - Mulmaster Bonds And
Backgrounds" {:orcpub.dnd.e5/backgrounds {:caravan-specialist {:traits [{:name
"Wagonmaster", :description "You are used to being in charge of the operation and
your reputation for reliability has you on a short list when the job is critical.
Experience has taught you to rely on your gut. Others recognize this and look to
you for direction when a situation gets serious. You are able to identify the most
defensible locations for camping. If you are part of a caravan outfit, you are able
to attract two additional workers that are loyal to you based on your reputation.
You have an excellent memory for maps and geography and can always determine your
cardinal directions while traveling.\n\n[Note: This feature is a variant of the
Outlander feature.]"} {:name "Equipment", :description "You possess a whip and a
regional map. Add the whip to your inventory using the weapons menu and the
regional map as a custom item."}], :option-pack "Mulmaster Backgrounds", :name
"Caravan Specialist", :profs {:skill {:animal-handling true, :survival true}, :tool
{:land-vehicles true}, :language-options {:choose 1, :options {:any
true}}}, :equipment {:tent-two-person 1, :clothes-traveler-s 1, :pouch
1}, :treasure {:gp 10}, :key :caravan-specialist, :help "You are used to life on
the road. You pride yourself at having traveled every major tradeway in the Moonsea
region, including the best backroads and shortcuts.\nFeature:
Wagonmaster"}, :earthspur-miner {:traits [{:name "Languages", :description "You can
speak, read, and write Dwarven and Undercommon. Select these from the languages
menu."} {:name "Deep Miner", :description "You are used to navigating the deep
places of the earth. You never get lost in caves or mines if you have either seen
an accurate map of them or have been through them before. Furthermore, you are able
to scrounge fresh water and food for yourself and as many as five other people each
day if you are in a mine or natural caves.\n\n[Note: This feature is a variant of
the Outlander feature.]"} {:name "Equipment", :description "You possess a shovel or
a miner's pick. Enter this manually in the equipment section."}], :option-pack
"Mulmaster Backgrounds", :name "Earthspur Miner", :profs {:skill {:athletics
true, :survival true}, :language-options {:choose 2, :options {:any
true}}}, :equipment {:block-and-tackle 1, :climber-s-kit 1, :clothes-common
1, :pouch 1}, :treasure {:gp 5}, :key :earthspur-miner, :help "You are a down-on
your luck miner from the Earthspur Mountains who is no stranger to hardship. You
have spent a great deal of time living among the dwarves, goliaths, and denizens of
the Underdark that also work mines in the area.\nFeature: Deep Miner"}, :harborfolk
{:traits [{:name "Harborfolk", :description "You grew up on the docks and waters of
Mulmaster Harbor. The harborfolk remember you and still treat you as one of them.
They welcome you and your companions. While they might charge you for it, they'll
always offer what food and shelter they have; they'll even hide you if the City
Watch is after you (but not if the Hawks are). [Note: This feature is a variant of
the Folk Hero feature.]"} {:name "Equipment", :description "You possess a rowboat
and your choice of a dice set, playing card set, or Three-Dragon Ante set. Enter
these manually as custom items."}], :option-pack "Mulmaster Backgrounds", :name
"Harborfolk", :profs {:skill {:athletics true, :sleight-of-hand true}, :tool
{:water-vehicles true}, :tool-options {:gaming-set 1}},
:equipment {:fishing-tackle 1, :clothes-common 1, :pouch 1}, :treasure {:gp
5}, :key :harborfolk, :help "You are one of the hundreds of small-time fishermen
and women who haul the bounty of Mulmaster's freshwater harbor to the city's
markets each morning.\nFeature: Harborfolk"}, :mulmaster-aristocrat
{:key :mulmaster-aristocrat, :name "Mulmaster Aristocrat", :equipment {:clothes-
fine 1, :purse 1}, :treasure {:gp 10}, :equipment-choices ({:name "Artisan's
Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools
1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools
1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools
1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1,
:cooks-utensils 1, :calligraphers-supplies 1}} {:name "Musical
Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-
flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :option-pack "Mulmaster
Backgrounds", :help "From your hilltop home, you have looked down on the unwashed
masses of Mulmaster for your entire life. Your fur-trimmed robes and training in
the visual and performing arts mark you as wealthy and perhaps well-born; you are a
member of the City of Danger's aristocracy.\nFeature: Highborn", :profs {:skill
{:deception true, :performance true}, :tool-options {:musical-instrument
1, :artisans-tool 1}}, :traits [{:name "Highborn", :description "Mulmaster is run
by and for its aristoracy. Every other class of citizen in the city defers to you,
and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference.
Other aristocrats and nobles accept you in their circles and likely know you or of
you. Your connections can get you the ear of a Zor or Zora under the right
circumstances.\n\n[Note: This feature is a variant of the Noble
feature.]"}]}, :phlan-refugee {:key :phlan-refugee, :name "Phlan
Refugee", :equipment {:clothes-traveler-s 1, :pouch 1}, :treasure {:gp
15}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools
1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1,
:leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools
1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :option-pack "Mulmaster Backgrounds", :help "Everything has changed,
and you are lucky to be alive. Back in Phlan you could count yourself among those
street-wise folks who knew when to pay a bribe and who to work with to make a
living.\nFeature: Phlan Survivor", :profs {:skill {:athletics true, :insight true},
:tool-options {:artisans-tool 1}, :language-options {:choose 1, :options {:any
true}}}, :traits [{:name "Phlan Survivor", :description "Whatever your prior
standing was, you are now one of the many refugees that have come to Mulmaster. You
are able to find refuge with others from Phlan and those who sympathize with your
plight. Within Mulmaster this means that you can find a place to bed down, recover,
and hide from the watch with either other refugees from Phlan, or the Zhents within
the ghettos.\n\n[Note: This feature is a variant of the Folk Hero feature.]"}
{:name "Equipment", :description "You possess a token of the life you once knew.
Enter this manually as a custom item."}]}}}, "UA - Paladin"
{:orcpub.dnd.e5/subclasses {:oath-of-treachery {:class :paladin, :traits
[{:description "As an action, you create a visual illusion of yourself that lasts
for 1 minute,or until you lose your concentration (as if you were concentrating on
a spell). The illusion appears in an unoccupied space of your choice that you can
see within 30 feet of you. The illusion looks exactly like you; it is silent; it is
your size, is insubstantial, and doesn't occupy its space; and it is unaffected by
attacks and damage. As a bonus action on your turn, you can move the illusion up to
30 feet to a space you can see, but the illusion must remain within 120 feet of
you.\n For the duration, you can cast spells as though you were in the illusion's
space, but you must use your own senses. Additionally, when both you and your
illusion are within 5 feet of a creature that can see the illusion, you have
advantage on attack rolls against that creature,given how uncanny the illusion
is.", :name "Channel Divinity: Conjure Duplicate", :level 3} {:level
3, :description "You can use your Channel Divinity to make a weapon deadlier. As a
bonus action, you touch one weapon or piece of ammunition and conjure a special
poison on it. The poison lasts for 1 minute. The next time you hit a target with an
attack using that weapon or ammunition, the target takes poison damage immediately
after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your
paladin level if you had advantage on the attack roll.", :name "Channel Divinity:
Poison Strike"} {:level 7, :name "Aura of Treachery: Cull the Herd", :description
"You have advantage on melee attack rolls against any creature that has one or more
of its allies within 5 feet of it."} {:level 7, :name "Aura of Treachery:
Treacherous Strike", :description "If a creature within 5 feet of you misses you
with a melee attack, you can use your reaction to force the attacker to reroll that
attack against a creature of your choice that is also within 5 feet of the
attacker. The ability fails and is wasted if the attacker is immune to being
charmed.\n You can use this ability three times. You regain expended uses of it
when you finish a short or long rest."} {:level 15, :description "At 15th level,
you have the ability to slip away from your foes. Immediately after you are hit by
an attack, you can use your reaction to turn invisible and teleport up to 60 feet
to a spot you can see. You remain invisible until the end of your next turn or
until you attack, deal damage, or force a creature to make a saving throw. Once you
use this feature, you must finish a short or long rest before you can use it
again.", :name "Blackguard's Escape"} {:level 20, :description "At 20th level, you
gain the ability to emanate feelings of treachery. As an action, you can magically
become an avatar of deceit, gaining the following benefits for 1 minute:\n • You
are invisible.\n • If a creature damages you on its turn, it must succeed on a
Wisdom saving throw (DC equal to your spell save DC) or you control its next
action, provided that you aren't incapacitated when it takes the action. A creature
automatically succeeds on the save if the creature is immune to being charmed.\n
• If you have advantage on an attack roll, you gain a bonus to its damage roll
equal to your paladin level.\n Once you use this feature, you can't use it again
until you finish a long rest.", :name "Icon of Deceit"}], :level-modifiers
[], :option-pack "UA - Paladin", :name "Oath of Treachery", :paladin-spells {1
{0 :charm-person, 1 :expeditious-retreat}, 2 {0 :invisibility, 1 :mirror-image}, 3
{0 :gaseous-form, 1 :haste}, 4 {0 :confusion, 1 :greater-invisibility}, 5
{0 :dominate-person, 1 :passwall}}, :key :oath-of-treachery, :disabled?
false}, :oath-of-conquest {:class :paladin, :traits [{:description "You can use
your Channel Divinity to break a foe's will. When you hit a creature with a melee
weapon attack as part of the Attack action, you can also use your Channel Divinity
to force the target to make a Wisdom saving throw. On a failed save, the target
becomes frightened of you for 1 minute. The frightened creature can repeat this
saving throw at the end of each of its turns, ending the effect on itself on a
success.", :level 3, :name "Channel Divinity: Conquering Presence"} {:name "Channel
Divinity: Guided Strike", :level 3, :description "You can use your Channel Divinity
to strike with supernatural accuracy. When you make an attack roll, you can use
your Channel Divinity to gain a +10 bonus to the roll. You make this choice after
you see the roll, but before the DM says whether the attack hits or misses."}
{:name "Aura of Conquest", :description "Starting at 7th level, you constantly
emanate a menacing aura while you're not incapacitated. The aura extends 10 feet
from you in every direction, but not through total cover. Any enemy in the aura has
disadvantage on saving throws against being frightened. At 18th level, the range of
this aura increases to 30 feet.", :level 7} {:name "Implacable Spirit", :level
15, :description "Once you reach 15th level, you can no longer be charmed."}
{:level 20, :name "Invincible Conqueror", :description "At 20th level, you gain the
ability to harness extraordinary martial prowess. As an action, you can magically
become an avatar of conquest, gaining the following benefits for 1 minute:\n •
You have resistance to all damage.\n • When you take the Attack action on your
turn, you can make one additional attack as part of that action.\n • Your melee
weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\n Once you
use this feature, you can't use it again until you finish a long rest."}], :level-
modifiers [], :option-pack "UA - Paladin", :name "Oath of Conquest", :key :oath-of-
conquest, :paladin-spells {1 {0 :armor-of-agathys, 1 :command}, 2 {0 :hold-person,
1 :spiritual-weapon}, 3 {0 :bestow-curse, 1 :fear}, 4 {0 :blight, 1 :dominate-
beast}, 5 {0 :dominate-person, 1 :insect-plague}}, :disabled? true}}}, "Adventurers
League - Tomb of Annihilation - One Grung Above" {:orcpub.dnd.e5/languages {:grung
{:key :grung, :name "Grung", :option-pack "One Grung Above"}}, :orcpub.dnd.e5/races
{:grung {:key :grung, :speed 25, :name "Grung", :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex
2}, :size :small, :option-pack "One Grung Above", :languages #{"Grung"}, :props
{:damage-immunity {:poison true},
:skill-prof {:perception true}}, :traits [{:description "You can breathe air and
water.", :name "Amphibious"} {:description "Any creature that grapples you or
otherwise comes into direct contact with your skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no
longer in direct contact with you can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.\n\nYou can also apply this
poison to any piercing weapon as part of an attack with that weapon, though when
you hit the poison reacts differently. The target must succeed on a DC 12
Constitution saving throw or take 2d4 poison damage.", :name "Poisonous Skin"}
{:description "Your long jump is up to 25 feet and your high jump is up to 15 feet,
with or without a running start.", :name "Standing Leap"} {:description "If you
fail to immerse yourself in water for at least 1 hour during a day, you suffer one
level of exhaustion at the end of that day. You an only recover from this
exhaustion through magic or by immersing yourself in water for at least 1
hour.", :name "Water Dependancy"}]}}}, "UA - Sidekicks" {:orcpub.dnd.e5/classes
{:warrior-sidekick-str-saving-throw-prof- {nil nil, :key :warrior-sidekick-str-
saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light}
{:type :armor-prof, :value :medium} {:type :armor-prof, :value :heavy}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}
{:type :weapon-prof, :value :simple} {:type :num-attacks, :level 5, :value 2}
{:type :num-attacks, :level 11, :value 3} {:type :num-attacks, :level 20, :value
4}], :name "Warrior Sidekick (STR Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Warrior Sidekick (STR Saving Throw Prof)", :ability-
increase-levels [4 6 8 12 14 16 19], :profs {:save {:orcpub.dnd.e5.character/str
true}, :skill-options {:choose 3, :options {:acrobatics true, :animal-handling
true, :athletics true, :intimidation true, :nature true, :perception
true, :survival true}}}, :hit-die 10, :traits [{:name "Second Wind", :level
1, :description "Starting at 1st level, the sidekick can use a bonus action on its
turn to regain hit points equal to 1d10 + its level in this class. Once it uses
this feature, it must finish a short or long rest before it can use it again.\nThe
sidekick can use this feature twice between rests starting at 18th level."}
{:description "Beginning at 2nd level, the sidekick has advantage on Dexterity
saving throws against effects that it can see, such as traps and spells. This
feature doesn't work if the sidekick is incapacitated.", :name "Danger
Sense", :level 2} {:description "Starting at 3rd level, the sidekick's attack rolls
score a critical hit on a roll of 19 or 20 on the d20.", :name "Improved Critical",
:level 3} {:description "Beginning at 5th level, the sidekick can attack twice,
instead of once, whenever it takes the Attack action on its turn. The number of
attacks increases to three when the sidekick reaches 11th level and to four when it
reaches 20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might have the
Multiattack action in its stat block. If it does and it gains the Extra Attack
class feature, remember that Extra Attack works with the Attack action, not the
Multiattack action. In short, you can't use Extra Attack with Multiattack.", :name
"Extra Attack", :level 5} {:name "Battle Readiness", :description "After the
sidekick reaches 7th level, it has advantage on initiative rolls.", :level 7}
{:description "Starting at 9th level, the sidekick can reroll a saving throw that
it fails, but it must use the new roll. When it uses this feature, it can't use the
feature again until it finishes a long rest. \nThe sidekick can use this feature
twice between long rests starting at 13th level and three times between long rests
starting at 17th level.", :level 9, :name "Indomitable"} {:description "At 10th
level, the sidekick's Armor Class increases by 1. Enter this manually as a custom
magic item.", :level 10, :name "Improved Defense"} {:level 15, :name "Superior
Critical", :description "Starting at 15th level, the sidekick's attack rolls score
a critical hit on a roll of 18–20 on the d20."}]}, :spellcaster-sidekick-warlock-
int-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-warlock-int-saving-
throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Warlock, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Warlock, INT Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-
blast :create-bonfire :poison-spray :sword-burst :blade-
ward :prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-
agathys :healing-elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :cause-fear :comprehend-languages :hex :unseen-servant :expeditious-retreat
:charm-person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-
madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-
daggers :invisibility :earthbind :hold-person :spider-climb :darkness :misty-step},
3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons
:hypnotic-pattern :fly :tongues :magic-circle :major-image :hunger-of-
hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4 #{:dimension-
door :summon-greater-demon :elemental-bane :hallucinatory-
terrain :blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-
gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-
shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-wizard-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-wizard-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Wizard, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title
"Spellcaster Sidekick (Wizard, WIS Saving Throw Prof)", :spellcasting {:level-
factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-
known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17
1}, :spell-list-kw nil, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-
list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-splash :mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :fire-bolt :mending :shocking-grasp :control-
flames :friends :encode-thoughts :chill-touch :true-strike :create-bonfire :mold-
earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :feather-fall :grease :healing-
elixir :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :puppet
:sense-emotion :fog-cloud :identify :cause-fear :longstrider :sudden-
awakening :comprehend-languages :disguise-self :unseen-servant :false-
life :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-
person :catapult :find-familiar :illusory-script :mage-armor :burning-
hands :sleep :color-spray :jump :snare :silent-image :chromatic-orb}, 2 #{:magic-
mouth :crown-of-madness :arcane-lock :skywrite :gentle-repose :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :rope-
trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-
aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-
sphere :melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:animate-dead :sending :counterspell :blink :sleet-storm :water-breathing :melf-
s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-
servant :vampiric-touch :summon-lesser-demons :nondetection :hypnotic-
pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding :haste :life-
transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut :fear :thunder-
step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-
demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura :vitriolic-
sphere :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-
invisibility :phantasmal-killer :arcane-eye :stone-shape :stoneskin}, 5
#{:dawn :creation :steel-wind-strike :seeming :passwall :cloudkill :animate-objects
:enervation :transmute-rock :wall-of-light :conjure-vrock :dominate-
person :control-winds :synaptic-static :cone-of-cold :hold-monster :infernal-
calling :rar-s-telepathic-bond :teleportation-circle :planar-binding :dream :danse-
macabre :bigbys-hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-
of-stone :contact-other-plane :modify-memory :telekinesis :scrying :negative-
energy-flood :immolation :geas :far-step :skill-empowerment}, 6 #{:move-
earth :tenser-s-transformation :globe-of-invulnerability :chain-lightning :mass-
suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-
gate :true-seeing :drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-
irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-
wards :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-
sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-
gravity :etherealness :teleport :mirage-arcane :finger-of-death}, 8
#{:feeblemind :mighty-fortress :illusory-dragon :control-weather :antipathy-
sympathy :abi-dalzims-horrid-wilting :dominate-
monster :clone :telepathy :maze :sunburst :maddening-darkness :demiplane :mind-
blank :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-
swarm :imprisonment :invulnerability :astral-projection :power-word-kill :true-
polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-sorcerer-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-sorcerer-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Sorcerer, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Sorcerer, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-
lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-
strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :ray-of-sickness :detect-magic :earth-tremor :shield :feather-
fall :ice-knife :magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening
:comprehend-languages :disguise-self :false-life :expeditious-retreat :absorb-
elements :charm-person :catapult :mage-armor :burning-hands :sleep :color-
spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-
ability :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-
breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-
force :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-
meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-image
:slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-from-
energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-
step :gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-
shadow-demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-
radiance :watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-
sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-
light :conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-
static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-
earth :globe-of-invulnerability :chain-lightning :mass-
suggestion :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-
prison :disintegrate :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :circle-of-death}, 7 #{:whirlwind :crown-of-
stars :power-word-pain :prismatic-spray :delayed-blast-fireball :plane-
shift :conjure-hezrou :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-horrid-
wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph :power-word-
kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion
true, :religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description
"At 1st level, the sidekick gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-wizard-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-wizard-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Wizard, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Wizard, CHA Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-
the-dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :feather-fall :grease :healing-
elixir :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :puppet
:sense-emotion :fog-cloud :identify :cause-fear :longstrider :sudden-
awakening :comprehend-languages :disguise-self :unseen-servant :false-
life :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-
person :catapult :find-familiar :illusory-script :mage-armor :burning-
hands :sleep :color-spray :jump :snare :silent-image :chromatic-orb}, 2 #{:magic-
mouth :crown-of-madness :arcane-lock :skywrite :gentle-repose :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :rope-
trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-
aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-
sphere :melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:animate-dead :sending :counterspell :blink :sleet-storm :water-breathing :melf-
s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-
servant :vampiric-touch :summon-lesser-demons :nondetection :hypnotic-
pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding :haste :life-
transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut :fear :thunder-
step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-
demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura :vitriolic-
sphere :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-
invisibility :phantasmal-killer :arcane-eye :stone-shape :stoneskin}, 5
#{:dawn :creation :steel-wind-strike :seeming :passwall :cloudkill :animate-objects
:enervation :transmute-rock :wall-of-light :conjure-vrock :dominate-
person :control-winds :synaptic-static :cone-of-cold :hold-monster :infernal-
calling :rar-s-telepathic-bond :teleportation-circle :planar-binding :dream :danse-
macabre :bigbys-hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-
of-stone :contact-other-plane :modify-memory :telekinesis :scrying :negative-
energy-flood :immolation :geas :far-step :skill-empowerment}, 6 #{:move-
earth :tenser-s-transformation :globe-of-invulnerability :chain-lightning :mass-
suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-
gate :true-seeing :drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-
irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-
wards :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-
sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-
gravity :etherealness :teleport :mirage-arcane :finger-of-death}, 8
#{:feeblemind :mighty-fortress :illusory-dragon :control-weather :antipathy-
sympathy :abi-dalzims-horrid-wilting :dominate-
monster :clone :telepathy :maze :sunburst :maddening-darkness :demiplane :mind-
blank :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-
swarm :imprisonment :invulnerability :astral-projection :power-word-kill :true-
polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-bard-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-bard-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Bard, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Bard, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights
:mage-hand :minor-illusion :thunderclap :mending :friends :vicious-mockery :true-
strike :light :blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-
hand :detect-magic :earth-tremor :feather-fall :puppet :identify :unearthly-
chorus :longstrider :sudden-awakening :comprehend-languages :bane :disguise-
self :heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-
fire :dissonant-whispers :healing-word :tashas-hideous-laughter :charm-
person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-
restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-
force :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-
person :heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-
magic :nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-
warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse :speak-
with-dead :speak-with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-
door :confusion :hallucinatory-terrain :polymorph :locate-creature :charm-
monster :freedom-of-movement :greater-invisibility :compulsion}, 5 #{:greater-
restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-
dead :dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-
suggestion :ottos-irresistible-dance :programmed-illusion :true-seeing}, 7
#{:mordenkainens-sword :symbol :mordenkainens-magnificent-
mansion :regenerate :forcecage :project-image :etherealness :teleport :mirage-
arcane :resurrection}, 8 #{:dominate-monster :feeblemind :glibness :mind-
blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-word-heal :power-
word-kill :psychic-scream :true-polymorph}}}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or higher.\
nOnce the sidekick uses this feature, it can't use the feature again until it
finishes a long rest.", :name "Magical Recovery", :level 2} {:description "Starting
at 6th level, the sidekick can add its spellcasting ability modifier to the damage
it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell's damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :expert-sidekick-dex-saving-throw-prof- {nil nil, :key :expert-
sidekick-dex-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :weapon-prof, :value :simple} {:type :num-
attacks, :level 5, :value 2}], :name "Expert Sidekick (DEX Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (DEX Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/dex true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history
true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}, :skill-expertise-options {:choose 2, :options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick's skill
proficiencies. The sidekick's proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick's skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick's agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn't already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn't benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick's assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack's damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level 20, :name "Stroke of
Luck", :description "At 20th level, the sidekick has an uncanny knack for turning
failure into success. If the sidekick's attack misses a target within range, it can
turn the miss into a hit. Alternatively, if it fails an ability check, it can treat
the d20 roll as a 20.\nOnce it uses this feature, the sidekick can't use it again
until it finishes a short or long rest."}]}, :spellcaster-sidekick-sorcerer-cha-
saving-throw-prof- {nil nil, :key :spellcaster-sidekick-sorcerer-cha-saving-throw-
prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Sorcerer, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Sorcerer, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-
lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-
strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :ray-of-sickness :detect-magic :earth-tremor :shield :feather-
fall :ice-knife :magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening
:comprehend-languages :disguise-self :false-life :expeditious-retreat :absorb-
elements :charm-person :catapult :mage-armor :burning-hands :sleep :color-
spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-
ability :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-
breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-
force :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-
meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-
image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-
from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-
demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-
radiance :watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-
sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-
light :conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-
static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-
earth :globe-of-invulnerability :chain-lightning :mass-
suggestion :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-
prison :disintegrate :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :circle-of-death}, 7 #{:whirlwind :crown-of-
stars :power-word-pain :prismatic-spray :delayed-blast-fireball :plane-
shift :conjure-hezrou :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-horrid-
wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph :power-word-
kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion
true, :religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description
"At 1st level, the sidekick gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :expert-sidekick-int-saving-throw-prof- {nil nil, :key :expert-
sidekick-int-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :weapon-prof, :value :simple} {:type :num-
attacks, :level 5, :value 2}], :name "Expert Sidekick (INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (INT Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history
true, :animal-handling true,
:nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}, :skill-expertise-options
{:choose 2, :options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}}}, :hit-die 8, :traits [{:name "Bonus
Proficiencies", :description "The sidekick gains proficiency with two tools of your
choice. Enter these manually.\nAt 13th level, the sidekick gains proficiency in one
skill of your choice. If the sidekick is a humanoid, it also gains proficiency with
one tool of your choice. Enter these manually."} {:name "Expertise", :description
"At 1st level, choose two of the sidekick's skill proficiencies. The sidekick's
proficiency bonus is doubled for any ability check it makes that uses either of the
chosen proficiencies.\nAt 6th level and again at 17th level, choose two more of the
sidekick's skill proficiencies to gain this benefit. Enter these manually."} {:name
"Helpful", :description "The sidekick is adept at giving well-timed assistance; the
sidekick can take the Help action as a bonus action."} {:name "Cunning
Action", :description "Starting at 2nd level, the sidekick's agility or quick
thinking allows it to act speedily. On its turn in combat, it can take the Dash,
Disengage, or Hide action as a bonus action.", :level 2} {:level 3, :name "Jack of
Many Trades", :description "Beginning at 3rd level, the sidekick can add half its
proficiency bonus to any ability check it makes that uses a skill but doesn't
already include its proficiency bonus."} {:description "Starting at 5th level, the
sidekick can attack twice, instead of once, whenever it takes the Attack action on
its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick might have the Multiattack
action in its stat block. If it does and it gains the Extra Attack class feature,
remember that Extra Attack works with the Attack action, not the Multiattack
action. In short, you can't use Extra Attack with Multiattack.", :name "Extra
Attack", :level 5} {:level 7, :description "Beginning at 7th level, because of
extraordinary good luck, the sidekick is skilled at avoiding certain dangers. When
the sidekick is subjected to an effect that allows it to make a Dexterity saving
throw to take only half damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it failed. The sidekick doesn't benefit from
this feature while incapacitated.", :name "Evasion"} {:level 9, :name "Inspiring
Help", :description "Starting at 9th level, the sidekick's assistance becomes
especially inspiring. When the sidekick uses its Helpful bonus action, the creature
who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an
attack roll, the creature can forgo adding the bonus to it, and then if the attack
hits, the creature can add the bonus to the attack's damage roll against one
target.\nAt 18th level, the bonus increases to 2d6."} {:name "Reliable
Talent", :description "By 11th level, the sidekick has refined its skills to an
exceptional degree. Whenever the sidekick makes an ability check that includes its
whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.", :level
11} {:name "Sharp Mind", :description "At 15th level, the sidekick gains
proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice). Enter
this manually.", :level 15} {:level 20, :name "Stroke of Luck", :description "At
20th level, the sidekick has an uncanny knack for turning failure into success. If
the sidekick's attack misses a target within range, it can turn the miss into a
hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a
20.\nOnce it uses this feature, the sidekick can't use it again until it finishes a
short or long rest."}]}, :spellcaster-sidekick-bard-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-bard-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Bard, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Bard, CHA Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights
:mage-hand :minor-illusion :thunderclap :mending :friends :vicious-mockery :true-
strike :light :blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-
hand :detect-magic :earth-tremor :feather-fall :puppet :identify :unearthly-
chorus :longstrider :sudden-awakening :comprehend-languages :bane :disguise-
self :heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-
fire :dissonant-whispers :healing-word :tashas-hideous-laughter :charm-
person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-
restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-
force :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-
person :heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-
magic :nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-
warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse :speak-
with-dead :speak-with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-
door :confusion :hallucinatory-terrain :polymorph :locate-creature :charm-
monster :freedom-of-movement :greater-invisibility :compulsion}, 5 #{:greater-
restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-
dead :dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-
suggestion :ottos-irresistible-dance :programmed-illusion :true-seeing}, 7
#{:mordenkainens-sword :symbol :mordenkainens-magnificent-
mansion :regenerate :forcecage :project-image :etherealness :teleport :mirage-
arcane :resurrection}, 8 #{:dominate-monster :feeblemind :glibness :mind-
blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-word-heal :power-
word-kill :psychic-scream :true-polymorph}}}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or higher.\
nOnce the sidekick uses this feature, it can't use the feature again until it
finishes a long rest.", :name "Magical Recovery", :level 2} {:description "Starting
at 6th level, the sidekick can add its spellcasting ability modifier to the damage
it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell's damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :warrior-sidekick-dex-saving-throw-prof- {nil nil, :key :warrior-
sidekick-dex-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:heavy} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}
{:type :weapon-prof, :value :simple} {:type :num-attacks, :level 5, :value 2}
{:type :num-attacks, :level 11, :value 3} {:type :num-attacks, :level 20, :value
4}], :name "Warrior Sidekick (DEX Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Warrior Sidekick (DEX Saving Throw Prof)", :ability-
increase-levels [4 6 8 12 14 16 19], :profs {:save {:orcpub.dnd.e5.character/dex
true}, :skill-options {:choose 3, :options {:acrobatics true, :animal-handling
true, :athletics true, :intimidation true, :nature true, :perception
true, :survival true}}}, :hit-die 10, :traits [{:name "Second Wind", :level
1, :description "Starting at 1st level, the sidekick can use a bonus action on its
turn to regain hit points equal to 1d10 + its level in this class. Once it uses
this feature, it must finish a short or long rest before it can use it again.\nThe
sidekick can use this feature twice between rests starting at 18th level."}
{:description "Beginning at 2nd level, the sidekick has advantage on Dexterity
saving throws against effects that it can see, such as traps and spells. This
feature doesn't work if the sidekick is incapacitated.", :name "Danger
Sense", :level 2} {:description "Starting at 3rd level, the sidekick's attack rolls
score a critical hit on a roll of 19 or 20 on the d20.", :name "Improved Critical",
:level 3} {:description "Beginning at 5th level, the sidekick can attack twice,
instead of once, whenever it takes the Attack action on its turn. The number of
attacks increases to three when the sidekick reaches 11th level and to four when it
reaches 20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might have the
Multiattack action in its stat block. If it does and it gains the Extra Attack
class feature, remember that Extra Attack works with the Attack action, not the
Multiattack action. In short, you can't use Extra Attack with Multiattack.", :name
"Extra Attack", :level 5} {:name "Battle Readiness", :description "After the
sidekick reaches 7th level, it has advantage on initiative rolls.", :level 7}
{:description "Starting at 9th level, the sidekick can reroll a saving throw that
it fails, but it must use the new roll. When it uses this feature, it can't use the
feature again until it finishes a long rest. \nThe sidekick can use this feature
twice between long rests starting at 13th level and three times between long rests
starting at 17th level.", :level 9, :name "Indomitable"} {:description "At 10th
level, the sidekick's Armor Class increases by 1. Enter this manually as a custom
magic item.", :level 10, :name "Improved Defense"} {:level 15, :name "Superior
Critical", :description "Starting at 15th level, the sidekick's attack rolls score
a critical hit on a roll of 18–20 on the d20."}]}, :spellcaster-sidekick-warlock-
wis-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-warlock-wis-saving-
throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Warlock, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Warlock, WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-
blast :create-bonfire :poison-spray :sword-burst :blade-
ward :prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-
agathys :healing-elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :cause-fear :comprehend-languages :hex :unseen-servant :expeditious-retreat
:charm-person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-
madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-
daggers :invisibility :earthbind :hold-person :spider-climb :darkness :misty-step},
3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons
:hypnotic-pattern :fly :tongues :magic-circle :major-image :hunger-of-
hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4 #{:dimension-
door :summon-greater-demon :elemental-bane :hallucinatory-
terrain :blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-
gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-
shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-cleric-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-cleric-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Cleric, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Cleric, CHA Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2
#{:augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-
deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :locate-object :warding-bond :find-traps :aid :hold-
person}, 3 #{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-
magic :create-food-and-water :spirit-guardians :mass-healing-word :feign-
death :meld-into-stone :glyph-of-warding :life-
transference :tongues :revivify :magic-circle :protection-from-energy :bestow-curse
:speak-with-dead :beacon-of-hope :water-walk}, 4 #{:banishment :locate-
creature :control-water :divination :freedom-of-movement :guardian-of-faith :death-
ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-wounds :commune
:dispel-evil-and-good :raise-dead :insect-plague :planar-binding :flame-
strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas}, 6 #{:planar-
ally :mass-suggestion :forbiddance :harm :blade-barrier :true-seeing :find-the-path
:heroes-feast :heal :word-of-recall :create-undead}, 7 #{:conjure-celestial :symbol
:divine-word :temple-of-the-gods :regenerate :plane-
shift :etherealness :teleport :fire-storm :resurrection}, 8 #{:antimagic-
field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-
heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-cleric-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-cleric-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Cleric, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Cleric, WIS Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2
#{:augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-
deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :locate-object :warding-bond :find-traps :aid :hold-
person}, 3 #{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-
magic :create-food-and-water :spirit-guardians :mass-healing-word :feign-
death :meld-into-stone :glyph-of-warding :life-
transference :tongues :revivify :magic-circle :protection-from-energy :bestow-curse
:speak-with-dead :beacon-of-hope :water-walk}, 4 #{:banishment :locate-
creature :control-water :divination :freedom-of-movement :guardian-of-faith :death-
ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-
wounds :commune :dispel-evil-and-good :raise-dead :insect-plague :planar-
binding :flame-strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas},
6 #{:planar-ally :mass-suggestion :forbiddance :harm :blade-barrier :true-
seeing :find-the-path :heroes-feast :heal :word-of-recall :create-undead}, 7
#{:conjure-celestial :symbol :divine-word :temple-of-the-gods :regenerate :plane-
shift :etherealness :teleport :fire-storm :resurrection}, 8 #{:antimagic-
field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-
heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-wizard-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-wizard-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Wizard, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Wizard, INT Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-
the-dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :feather-fall :grease :healing-
elixir :ice-knife :magic-missile :protection-from-evil-and-good
:witch-bolt :puppet :sense-emotion :fog-cloud :identify :cause-
fear :longstrider :sudden-awakening :comprehend-languages :disguise-self :unseen-
servant :false-life :expeditious-retreat :tashas-hideous-laughter :absorb-
elements :charm-person :catapult :find-familiar :illusory-script :mage-
armor :burning-hands :sleep :color-spray :jump :snare :silent-image :chromatic-
orb}, 2 #{:magic-mouth :crown-of-madness :arcane-lock :skywrite :gentle-
repose :blindness-deafness :mind-spike :dust-devil :scorching-ray :shadow-
blade :rope-trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-
aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-
sphere :melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:animate-dead :sending :counterspell :blink :sleet-storm :water-breathing :melf-
s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-
servant :vampiric-touch :summon-lesser-demons :nondetection :hypnotic-
pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding :haste :life-
transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut :fear :thunder-
step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-
demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura :vitriolic-
sphere :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-
invisibility :phantasmal-killer :arcane-eye :stone-shape :stoneskin}, 5
#{:dawn :creation :steel-wind-strike :seeming :passwall :cloudkill :animate-objects
:enervation :transmute-rock :wall-of-light :conjure-vrock :dominate-
person :control-winds :synaptic-static :cone-of-cold :hold-monster :infernal-
calling :rar-s-telepathic-bond :teleportation-circle :planar-binding :dream :danse-
macabre :bigbys-hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-
of-stone :contact-other-plane :modify-memory :telekinesis :scrying :negative-
energy-flood :immolation :geas :far-step :skill-empowerment}, 6 #{:move-
earth :tenser-s-transformation :globe-of-invulnerability :chain-lightning :mass-
suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-
gate :true-seeing :drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-
irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-
wards :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-
sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-
gravity :etherealness :teleport :mirage-arcane :finger-of-death}, 8
#{:feeblemind :mighty-fortress :illusory-dragon :control-weather :antipathy-
sympathy :abi-dalzims-horrid-wilting :dominate-
monster :clone :telepathy :maze :sunburst :maddening-darkness :demiplane :mind-
blank :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-
swarm :imprisonment :invulnerability :astral-projection :power-word-kill :true-
polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-druid-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-druid-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Druid, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, CHA Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :frostbite :thorn-whip :thunderclap :guidance :mending :resistance :magic-
stone :control-flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-
earth :primal-savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-
or-destroy-water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-
food-and-drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-
friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-
elements :charm-person :detect-poison-and-disease :cure-
wounds :jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-
poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-
trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-
breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water :tidal-
wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth
:speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-
storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-
elementals :polymorph :locate-creature :grasping-vine :control-water :watery-sphere
:wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement
:conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-
binding :maelstrom :tree-stride :conjure-elemental :wall-of-
stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-via-plants :move-
earth :druid-grove :sunbeam :investiture-of-ice :find-the-path :heroes-feast :wall-
of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey :investiture-of-
wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7
#{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-storm},
8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-
weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-
vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/cha true}, :skill-options
{:choose 3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-warlock-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-warlock-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Warlock, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Warlock, CHA Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-
blast :create-bonfire :poison-spray :sword-burst :blade-
ward :prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-
agathys :healing-elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :cause-fear :comprehend-languages :hex :unseen-servant :expeditious-retreat
:charm-person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-
madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-
daggers :invisibility :earthbind :hold-person :spider-climb :darkness :misty-step},
3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons
:hypnotic-pattern :fly :tongues :magic-circle :major-image :hunger-of-
hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4 #{:dimension-
door :summon-greater-demon :elemental-bane :hallucinatory-
terrain :blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-
gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-
shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-bard-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-bard-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Bard, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Bard, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights
:mage-hand :minor-illusion :thunderclap :mending :friends :vicious-mockery :true-
strike :light :blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-
hand :detect-magic :earth-tremor :feather-fall :puppet :identify :unearthly-
chorus :longstrider :sudden-awakening :comprehend-languages :bane :disguise-
self :heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-
fire :dissonant-whispers :healing-word :tashas-hideous-laughter :charm-
person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-
restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-
force :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-
person :heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-
magic :nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-
warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse :speak-
with-dead :speak-with-plants :leomunds-tiny-hut
:fear}, 4 #{:dimension-door :confusion :hallucinatory-terrain :polymorph :locate-
creature :charm-monster :freedom-of-movement :greater-invisibility :compulsion}, 5
#{:greater-restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-
dead :dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-
suggestion :ottos-irresistible-dance :programmed-illusion :true-seeing}, 7
#{:mordenkainens-sword :symbol :mordenkainens-magnificent-
mansion :regenerate :forcecage :project-image :etherealness :teleport :mirage-
arcane :resurrection}, 8 #{:dominate-monster :feeblemind :glibness :mind-
blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-word-heal :power-
word-kill :psychic-scream :true-polymorph}}}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or higher.\
nOnce the sidekick uses this feature, it can't use the feature again until it
finishes a long rest.", :name "Magical Recovery", :level 2} {:description "Starting
at 6th level, the sidekick can add its spellcasting ability modifier to the damage
it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell's damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-druid-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-druid-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Druid, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :frostbite :thorn-whip :thunderclap :guidance :mending :resistance :magic-
stone :control-flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-
earth :primal-savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-
or-destroy-water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-
food-and-drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-
friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-
elements :charm-person :detect-poison-and-disease :cure-
wounds :jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-
poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-
trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-
breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water :tidal-
wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth
:speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-
storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-
elementals :polymorph :locate-creature :grasping-vine :control-water :watery-sphere
:wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement
:conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-
binding :maelstrom :tree-stride :conjure-elemental :wall-of-
stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-via-plants :move-
earth :druid-grove :sunbeam :investiture-of-ice :find-the-path :heroes-feast :wall-
of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey :investiture-of-
wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7
#{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-storm},
8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-
weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-
vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :warrior-sidekick-con-saving-throw-prof- {nil nil, :key :warrior-
sidekick-con-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:heavy} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}
{:type :weapon-prof, :value :simple}
{:type :num-attacks, :level 5, :value 2} {:type :num-attacks, :level 11, :value 3}
{:type :num-attacks, :level 20, :value 4}], :name "Warrior Sidekick (CON Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Warrior Sidekick (CON
Saving Throw Prof)", :ability-increase-levels [4 6 8 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/con true}, :skill-options {:choose 3, :options
{:acrobatics true, :animal-handling true, :athletics true, :intimidation
true, :nature true, :perception true, :survival true}}}, :hit-die 10, :traits
[{:name "Second Wind", :level 1, :description "Starting at 1st level, the sidekick
can use a bonus action on its turn to regain hit points equal to 1d10 + its level
in this class. Once it uses this feature, it must finish a short or long rest
before it can use it again.\nThe sidekick can use this feature twice between rests
starting at 18th level."} {:description "Beginning at 2nd level, the sidekick has
advantage on Dexterity saving throws against effects that it can see, such as traps
and spells. This feature doesn't work if the sidekick is incapacitated.", :name
"Danger Sense", :level 2} {:description "Starting at 3rd level, the sidekick's
attack rolls score a critical hit on a roll of 19 or 20 on the d20.", :name
"Improved Critical", :level 3} {:description "Beginning at 5th level, the sidekick
can attack twice, instead of once, whenever it takes the Attack action on its turn.
The number of attacks increases to three when the sidekick reaches 11th level and
to four when it reaches 20th level.\n\nMultiattack vs. Extra Attack - Your sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:name "Battle
Readiness", :description "After the sidekick reaches 7th level, it has advantage on
initiative rolls.", :level 7} {:description "Starting at 9th level, the sidekick
can reroll a saving throw that it fails, but it must use the new roll. When it uses
this feature, it can't use the feature again until it finishes a long rest. \nThe
sidekick can use this feature twice between long rests starting at 13th level and
three times between long rests starting at 17th level.", :level 9, :name
"Indomitable"} {:description "At 10th level, the sidekick's Armor Class increases
by 1. Enter this manually as a custom magic item.", :level 10, :name "Improved
Defense"} {:level 15, :name "Superior Critical", :description "Starting at 15th
level, the sidekick's attack rolls score a critical hit on a roll of 18–20 on the
d20."}]}, :spellcaster-sidekick-druid-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-druid-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Druid, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :frostbite :thorn-whip :thunderclap :guidance :mending :resistance :magic-
stone :control-flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-
earth :primal-savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-
or-destroy-water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-
food-and-drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-
friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-
elements :charm-person :detect-poison-and-disease :cure-
wounds :jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-
poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-
trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-
breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water :tidal-
wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth
:speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-
storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-
elementals :polymorph :locate-creature :grasping-vine :control-water :watery-sphere
:wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement
:conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-
binding :maelstrom :tree-stride :conjure-elemental :wall-of-
stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-via-plants :move-
earth :druid-grove :sunbeam :investiture-of-ice :find-the-path :heroes-feast :wall-
of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey :investiture-of-
wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7
#{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-storm},
8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-
weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-
vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :expert-sidekick-cha-saving-throw-prof- {nil nil, :key :expert-
sidekick-cha-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :weapon-prof, :value :simple} {:type :num-
attacks, :level 5, :value 2}], :name "Expert Sidekick (CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (CHA Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history
true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}, :skill-expertise-options {:choose 2, :options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick's skill
proficiencies. The sidekick's proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick's skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick's agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn't already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn't benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick's assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack's damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level 20, :name "Stroke of
Luck", :description "At 20th level, the sidekick has an uncanny knack for turning
failure into success. If the sidekick's attack misses a target within range, it can
turn the miss into a hit. Alternatively, if it fails an ability check, it can treat
the d20 roll as a 20.\nOnce it uses this feature, the sidekick can't use it again
until it finishes a short or long rest."}]}, :spellcaster-sidekick-sorcerer-wis-
saving-throw-prof- {nil nil, :key :spellcaster-sidekick-sorcerer-wis-saving-throw-
prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Sorcerer, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Sorcerer, WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-
lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-
strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :ray-of-sickness :detect-magic :earth-tremor :shield :feather-
fall :ice-knife :magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening
:comprehend-languages :disguise-self :false-life :expeditious-retreat :absorb-
elements :charm-person :catapult :mage-armor :burning-hands :sleep :color-
spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-
ability :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-
breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-
force :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-
meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-
image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-
from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-
demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-
radiance :watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-
sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-
light :conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-
static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-
earth :globe-of-invulnerability :chain-lightning :mass-
suggestion :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-
prison :disintegrate :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :circle-of-death}, 7 #{:whirlwind :crown-of-
stars :power-word-pain :prismatic-spray :delayed-blast-fireball :plane-
shift :conjure-hezrou :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-horrid-
wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph :power-word-
kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion
true, :religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description
"At 1st level, the sidekick gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-cleric-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-cleric-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value
:simple}], :name "Spellcaster Sidekick (Cleric, INT Saving Throw Prof)", :option-
pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick (Cleric, INT Saving
Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2
#{:augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-
deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :locate-object :warding-bond :find-traps :aid :hold-
person}, 3 #{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-
magic :create-food-and-water :spirit-guardians :mass-healing-word :feign-
death :meld-into-stone :glyph-of-warding :life-
transference :tongues :revivify :magic-circle :protection-from-energy :bestow-curse
:speak-with-dead :beacon-of-hope :water-walk}, 4 #{:banishment :locate-
creature :control-water :divination :freedom-of-movement :guardian-of-faith :death-
ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-
wounds :commune :dispel-evil-and-good :raise-dead :insect-plague :planar-
binding :flame-strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas},
6 #{:planar-ally :mass-suggestion :forbiddance :harm :blade-barrier :true-
seeing :find-the-path :heroes-feast :heal :word-of-recall :create-undead}, 7
#{:conjure-celestial :symbol :divine-word :temple-of-the-gods :regenerate :plane-
shift :etherealness :teleport :fire-storm :resurrection}, 8 #{:antimagic-
field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-
heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}}, :orcpub.dnd.e5/subclasses {:warrior-sidekick-str-saving-throw-prof-
{:class :warrior-sidekick-str-saving-throw-prof-, :traits [], :level-modifiers
[], :name "Warrior Sidekick (STR Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :warrior-sidekick-str-saving-throw-prof-}, :spellcaster-sidekick-
warlock-int-saving-throw-prof- {:class :spellcaster-sidekick-warlock-int-saving-
throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Warlock,
INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
warlock-int-saving-throw-prof-}, :spellcaster-sidekick-wizard-wis-saving-throw-
prof- {:class :spellcaster-sidekick-wizard-wis-saving-throw-prof-, :traits
[], :level-modifiers [], :name "Spellcaster Sidekick (Wizard, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-wizard-wis-
saving-throw-prof-}, :spellcaster-sidekick-sorcerer-int-saving-throw-prof-
{:class :spellcaster-sidekick-sorcerer-int-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Sorcerer, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-int-
saving-throw-prof-}, :spellcaster-sidekick-wizard-cha-saving-throw-prof-
{:class :spellcaster-sidekick-wizard-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Wizard, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-wizard-cha-
saving-throw-prof-}, :spellcaster-sidekick-bard-int-saving-throw-prof-
{:class :spellcaster-sidekick-bard-int-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Bard, INT Saving Throw Prof)", :option-
pack "UA - Sidekicks", :key :spellcaster-sidekick-bard-int-saving-throw-
prof-}, :expert-sidekick-dex-saving-throw-prof- {:class :expert-sidekick-dex-
saving-throw-prof-, :traits [], :level-modifiers [], :option-pack "UA - Sidekicks",
:name "Expert Sidekick (DEX Saving Throw Prof)", :key :expert-sidekick-dex-saving-
throw-prof-}, :spellcaster-sidekick-sorcerer-cha-saving-throw-prof-
{:class :spellcaster-sidekick-sorcerer-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Sorcerer, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-cha-
saving-throw-prof-}, :expert-sidekick-int-saving-throw-prof- {:class :expert-
sidekick-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Expert
Sidekick (INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :expert-
sidekick-int-saving-throw-prof-}, :spellcaster-sidekick-bard-cha-saving-throw-prof-
{:class :spellcaster-sidekick-bard-cha-saving-throw-prof-, :traits [], :level-
modifiers [{:type :spell}], :option-pack "UA - Sidekicks", :name "Spellcaster
Sidekick (Bard, CHA Saving Throw Prof)", :key :spellcaster-sidekick-bard-cha-
saving-throw-prof-}, :warrior-sidekick-dex-saving-throw-prof- {:class :warrior-
sidekick-dex-saving-throw-prof-, :traits [], :level-modifiers [], :name "Warrior
Sidekick (DEX Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :warrior-
sidekick-dex-saving-throw-prof-}, :spellcaster-sidekick-warlock-wis-saving-throw-
prof- {:class :spellcaster-sidekick-warlock-wis-saving-throw-prof-, :traits
[], :level-modifiers [], :name "Spellcaster Sidekick (Warlock, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-warlock-wis-
saving-throw-prof-}, :spellcaster-sidekick-cleric-cha-saving-throw-prof-
{:class :spellcaster-sidekick-cleric-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Cleric, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-cleric-cha-
saving-throw-prof-}, :spellcaster-sidekick-cleric-wis-saving-throw-prof-
{:class :spellcaster-sidekick-cleric-wis-saving-throw-prof-, :traits [], :level-
modifiers [], :option-pack "UA - Sidekicks", :name "Spellcaster Sidekick (Cleric,
WIS Saving Throw Prof)", :key :spellcaster-sidekick-cleric-wis-saving-throw-prof-},
:spellcaster-sidekick-wizard-int-saving-throw-prof- {:class :spellcaster-sidekick-
wizard-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster
Sidekick (Wizard, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :spellcaster-sidekick-wizard-int-saving-throw-
prof-}, :spellcaster-sidekick-druid-cha-saving-throw-prof- {:class :spellcaster-
sidekick-druid-cha-saving-throw-prof-, :traits [], :level-modifiers [], :name
"Spellcaster Sidekick (Druid, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :spellcaster-sidekick-druid-cha-saving-throw-prof-}, :spellcaster-
sidekick-warlock-cha-saving-throw-prof- {:class :spellcaster-sidekick-warlock-cha-
saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick
(Warlock, CHA Saving Throw Prof)", :option-pack "UA - Sidekicks",
:key :spellcaster-sidekick-warlock-cha-saving-throw-prof-}, :spellcaster-sidekick-
bard-wis-saving-throw-prof- {:class :spellcaster-sidekick-bard-wis-saving-throw-
prof-, :traits [], :level-modifiers [], :option-pack "UA - Sidekicks", :name
"Spellcaster Sidekick (Bard, WIS Saving Throw Prof)", :key :spellcaster-sidekick-
bard-wis-saving-throw-prof-}, :spellcaster-sidekick-druid-int-saving-throw-prof-
{:class :spellcaster-sidekick-druid-int-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Druid, INT Saving Throw Prof)", :option-
pack "UA - Sidekicks", :key :spellcaster-sidekick-druid-int-saving-throw-
prof-}, :warrior-sidekick-con-saving-throw-prof- {:class :warrior-sidekick-con-
saving-throw-prof-, :traits [], :level-modifiers [], :option-pack "UA - Sidekicks",
:name "Warrior Sidekick (CON Saving Throw Prof))", :key :warrior-sidekick-con-
saving-throw-prof-}, :spellcaster-sidekick-druid-wis-saving-throw-prof-
{:class :spellcaster-sidekick-druid-wis-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Druid, WIS Saving Throw Prof)", :option-
pack "UA - Sidekicks", :key :spellcaster-sidekick-druid-wis-saving-throw-
prof-}, :expert-sidekick-cha-saving-throw-prof- {:class :expert-sidekick-cha-
saving-throw-prof-, :traits [], :level-modifiers [], :name "Expert Sidekick (CHA
Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :expert-sidekick-cha-
saving-throw-prof-}, :spellcaster-sidekick-sorcerer-wis-saving-throw-prof-
{:class :spellcaster-sidekick-sorcerer-wis-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Sorcerer, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-wis-
saving-throw-prof-}, :spellcaster-sidekick-cleric-int-saving-throw-prof-
{:class :spellcaster-sidekick-cleric-int-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Cleric, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-cleric-int-
saving-throw-prof-}}}, "UA - The Faithful" {:orcpub.dnd.e5/classes {:wizard-
theurgy- {nil nil, :key :wizard-theurgy-, :level-modifiers [{:type :weapon-
prof, :value :dagger} {:type :weapon-prof, :value :dart} {:type :weapon-
prof, :value :sling} {:type :weapon-prof, :value :quarterstaff} {:type :weapon-
prof, :value :crossbow-light}], :name "Wizard (Theurgy)", :subclass-level
2, :option-pack "UA - The Faithful", :subclass-title "Divine
Inspiration", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips?
false, :cantrips-known {1 3}, :spell-list-kw :wizard}, :ability-increase-levels [4
8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int
true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :religion true}}}, :hit-die 6, :traits [{:description "Once per day when you
finish a short rest, you can choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than half your wizard
level (rounded up), and none of the slots can be 6th level or higher.", :name
"Arcane Recovery", :level 2} {:description "At 18th level, you have achieved such
mastery over certain spells that you can cast them at will. Choose a 1st-level
wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast
those spells at their lowest level without expending a spell slot when you have
them prepared. If you want to cast either spell at a higher level, you must expend
a spell slot as normal.\n By spending 8 hours in study, you can exchange one or
both of the spells you chose for different spells of the same levels.", :name
"Spell Mastery", :level 18} {:level 20, :name "Signature Spells", :description
"When you reach 20th level, you gain mastery over two powerful spells and can cast
them with little effort. Choose two 3rd-level wizard spells in your spellbook as
your signature spells. You always have these spells prepared, they don't count
against the number of spells you have prepared, and you can cast each of them once
at 3rd level without expending a spell slot. When you do so, you can't do so again
until you finish a short or long rest.\n If you want to cast either spell at a
higher level, you must expend a spell slot as normal."}]}},
:orcpub.dnd.e5/subclasses {:the-seeker {:class :warlock, :key :the-seeker, :level-
modifiers [{:level 10, :type :damage-resistance, :value :fire} {:level
10, :type :damage-resistance, :value :cold}], :name "The Seeker", :option-pack "UA
- The Faithful", :traits [{:description "Starting at 1st level, you can invoke the
Seeker's power to protect you from harm. As a bonus action, you create a whirling
aurora of brilliant energy that swirls around you. Until the end of your next turn,
you gain resistance to all damage, and if a hostile creature ends its turn within
10 feet of you, it takes radiant damage equal to your warlock level + your Charisma
modifier. Once you use this feature, you can't use it again until you finish a
short or long rest.", :name "Shielding Aurora"} {:description "At 3rd level, a
character dedicated to the Seeker can select this option instead of one of the
warlock's existing Pact Boon options. The Seeker grants you a chain forged from
starlight, decorated with seven gleaming motes of brightness. While the chain is on
your person, you know the augury spell and can cast it as a ritual. The spell
doesn't count against your number of spells known. Additionally, you can invoke the
Seeker's power to gain advantage on an Intelligence check while you carry this
item. Once you use this ability, you cannot use it again until you complete a short
or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to
receive a replacement from the Seeker. The ceremony can be performed during a short
or long rest, and it destroys the previous chain. The chain disappears in a flash
of light when you die. The exact form of this item might be different depending on
your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :level
3, :name "Pact Boon: Pact of the Star Chain"} {:description "At 6th level, you gain
the ability to step into an astral refuge. As an action, you disappear from the
world for a brief moment and enter the Astral Plane, taking advantage of its
timeless nature. While in your astral refuge, you can take two actions to cast
spells that target only you. After using those two actions, you return to the space
you occupied and your turn ends.", :level 6, :name "Astral Refuge"} {:description
"At 10th level, you no longer need to breathe, and you gain resistance to fire
damage and cold damage.", :level 10, :name "Far Wanderer"} {:description "Starting
at 14th level, you gain the ability to sequester yourself and your allies on the
Astral Plane. By performing a special ritual over the course of 5 minutes, you
shift yourself and up to ten willing creatures you can see to the Astral Plane. You
and those creatures gain the benefits of a short rest while sequestered on the
Astral Plane. You then return to the spaces you all occupied when you used this
ability, with no time having passed in the world. During this short rest, you and
the creatures you sequester can make use of any options available during a rest
that affect only you and the creatures you sequester. Once you use this ability,
you cannot use it again until you complete a long rest.", :level 14, :name "Astral
Sequestration"}], :warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate,
1 :locate-object}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-
creature}, 5 {0 :legend-lore, 1 :passwall}}}, :arcana {:class :wizard-
theurgy-, :traits [{:description "At 2nd level, you gain the ability to channel
arcane energy directly from your deity, using that energy to fuel magical effects.
You start with two such effects: Divine Arcana and Arcane Abjuration.\n When you
use your Channel Arcana, you choose which effect to create. You must then finish a
short or long rest to use your Channel Arcana again. Some Channel Arcana effects
require saving throws. When you use such an effect, the save DC equals your wizard
spell save DC. \n Beginning at 6th level, you can use your Channel Arcana twice
between rests, and beginning at 18th level, you can use it three times between
rests. When you finish a short or long rest, you regain your expended uses.", :name
"Channel Arcana", :level 2} {:name "Channel Arcana: Arcane
Abjuration", :description "Starting at 2nd level, as an action, you present your
holy symbol, and one celestial, elemental, fey, or fiend of your choice that is
within 30 feet of you must make a Wisdom saving throw, provided that the creature
can see or hear you. If the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.\n A turned creature must spend its turns
trying to move as far away from you as it can, and it can't willingly end its move
in a space within 30 feet of you. It also can't take reactions. For its action, it
can use the Dash action or try to escape from an effect that prevents it from
moving. If there's nowhere to move, then the creature can use the Dodge action.\n
After you reach 5th level, when a creature fails its saving throw against your
Arcane Abjuration feature, the creature is banished for 1 minute (as in the
Banishment spell, no concentration required) if it isn't on its plane of origin and
if its challenge rating is at or below a certain threshold.", :level 2} {:name
"Channel Arcana: Divine Arcana", :level 2, :description "As a bonus action, you
speak a prayer to control the flow of magic around you. The next spell you cast
gains a +2 bonus
to its attack roll or saving throw DC, as appropriate."} {:level 10, :name "Spell
Breaker", :description "Starting at 10th level, when you restore hit points to an
ally with a spell of 1st level or higher, you can also end one spell of your choice
on that creature. The level of the spell you end must be equal to or lower than the
level of the spell slot you use to cast the healing spell."}], :wizard-spells {1 {0
:detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3
{0 :dispel-magic, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5
{0 :planar-binding, 1 :teleportation-circle}}, :level-modifiers [{:type :skill-
prof, :value :arcana, :level 6}], :option-pack "UA - The Faithful", :name "Arcana",
:level-selections [], :key :arcana}, :knowledge {:class :wizard-theurgy-, :traits
[{:description "At 2nd level, you gain the ability to channel arcane energy
directly from your deity, using that energy to fuel magical effects. You start with
two such effects: Divine Arcana and Knowledge of the Ages.\n When you use your
Channel Arcana, you choose which effect to create. You must then finish a short or
long rest to use your Channel Arcana again. Some Channel Arcana effects require
saving throws. When you use such an effect, the save DC equals your wizard spell
save DC. \n Beginning at 6th level, you can use your Channel Arcana twice between
rests, and beginning at 18th level, you can use it three times between rests. When
you finish a short or long rest, you regain your expended uses.", :name "Channel
Arcana", :level 2} {:name "Channel Arcana: Knowledge of the Ages", :description
"Starting at 2nd level, as an action, you choose one skill or tool. For 10 minutes,
you have proficiency with the chosen skill or tool.", :level 2} {:name "Channel
Arcana: Divine Arcana", :level 2, :description "As a bonus action, you speak a
prayer to control the flow of magic around you. The next spell you cast gains a +2
bonus to its attack roll or saving throw DC, as appropriate."} {:level 10, :name
"Channel Arcana: Read Thoughts", :description "At 10th level, as an action, choose
one creature that you can see within 60 feet of you. That creature must make a
Wisdom saving throw. If the creature succeeds on the saving throw, you can't use
this feature on it again until you finish a long rest.\n If the creature fails
its save, you can read its surface thoughts (those foremost in its mind, reflecting
its current emotions and what it is actively thinking about) when it is within 60
feet of you. This effect lasts for 1 minute.\n During that time, you can use your
action to end this effect and cast the suggestion spell on the creature without
expending a spell slot. The target automatically fails its saving throw against the
spell."} {:level 14, :name "Visions of the Past", :description "Starting at 14th
level, you can spend at least 1 minute in meditation and prayer, then receive
dreamlike, shadowy glimpses of recent events. You can meditate in this way for a
number of minutes equal to your Wisdom score and must maintain concentration during
that time, as if you were casting a spell.\n Once you use this feature, you can't
use it again until you finish a short or long rest."} {:name "Visions of the Past:
Object Reading", :level 14, :description "Holding an object as you meditate, you
can see visions of the object's previous owner. After meditating for 1 minute, you
learn how the owner acquired and lost the object, as well as the most recent
significant event involving the object and that owner. If the object was owned by
another creature in the recent past (within a number of days equal to your Wisdom
score), you can spend 1 additional minute for each owner to learn the same
information about that creature."} {:name "Visions of the Past: Area
Reading", :level 14, :description "As you meditate, you see visions of recent
events in your immediate vicinity (a room, street, tunnel, clearing, or the like,
up to a 50-foot cube), going back a number of days equal to your Intelligence
score. For each minute you meditate, you learn about one significant event,
beginning with the most recent. Significant events typically involve powerful
emotions, such as battles and betrayals, marriages and murders, births and
funerals. However, they might also include more mundane events that are
nevertheless important in your current situation."}], :wizard-spells {1
{0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection,
1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore,
1 :scrying}}, :level-modifiers [], :option-pack "UA - The Faithful", :name
"Knowledge", :level-selections [{:type :knowledge-domain-skill-expertise, :num
2, :level 6}], :key :knowledge}, :light {:class :wizard-theurgy-, :traits
[{:description "At 2nd level, you gain the ability to channel arcane energy
directly from your deity, using that energy to fuel magical effects. You start with
two such effects: Divine Arcana and Radiance of the Dawn.\n When you use your
Channel Arcana, you choose which effect to create. You must then finish a short or
long rest to use your Channel Arcana again. Some Channel Arcana effects require
saving throws. When you use such an effect, the save DC equals your wizard spell
save DC. \n Beginning at 6th level, you can use your Channel Arcana twice between
rests, and beginning at 18th level, you can use it three times between rests. When
you finish a short or long rest, you regain your expended uses.", :name "Channel
Arcana", :level 2} {:name "Channel Arcana: Radiance of the Dawn", :description
"Starting at 2nd level, as an action, you present your holy symbol, and any magical
darkness within 30 feet of you is dispelled. Additionally, each hostile creature
within 30 feet of you must make a Constitution saving throw. A creature takes
radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half
as much damage on a successful one. A creature that has total cover from you is not
affected.", :level 2} {:name "Channel Arcana: Divine Arcana", :level
2, :description "As a bonus action, you speak a prayer to control the flow of magic
around you. The next spell you cast gains a +2 bonus to its attack roll or saving
throw DC, as appropriate."} {:level 10, :name "Improved Flare", :description
"Starting at 10th level, you can also use your Warding Flare feature when a
creature that you can see within 30 feet of you attacks a creature other than
you."} {:level 14, :name "Corona of Light", :description "Starting at 14th level,
you can use your action to activate an aura of sunlight that lasts for 1 minute or
until you dismiss it using another action. You emit bright light in a 60-foot
radius and dim light 30 feet beyond that. Your enemies in the bright light have
disadvantage on saving throws against any spell that deals fire or radiant
damage."} {:level 6, :description "At 6th level, when you are attacked by a
creature within 30 feet of you that you can see, you can use your reaction to
impose disadvantage on the attack roll, causing light to flare before the attacker
before it hits or misses. An attacker that can't be blinded is immune to this
feature.\n You can use this feature a number of times equal to your Intelligence
modifier (a minimum of once). You regain all expended uses when you finish a long
rest.", :name "Warding Flare"}], :wizard-spells {1 {0 :burning-hands, 1 :faerie-
fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4
{0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :level-
modifiers [{:type :spell, :level 6, :value {:ability
:orcpub.dnd.e5.character/int, :key :light}}], :option-pack "UA - The
Faithful", :name "Light", :level-selections [], :key :light}},
:orcpub.dnd.e5/selections {:knowledge-domain-skill-expertise {:options [{:name
"Arcana"} {:name "History", :description ""} {:name "Nature"} {:name
"Religion"}], :name "Knowledge Domain Skill Expertise", :option-pack "UA - The
Faithful", :key :knowledge-domain-skill-expertise}}}, "UA - The Mystic"
{:orcpub.dnd.e5/classes {:mystic {nil nil, :key :mystic, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Mystic", :option-pack "UA - The Mystic", :subclass-title "Mystic Order", :level-
selections [{:type :disciplines} {:type :psionic-talents} {:level 3, :num
1, :type :disciplines} {:level 3, :num 1, :type :psionic-talents} {:level 10, :num
1, :type :psionic-talents} {:level 17, :type :psionic-talents} {:level
5, :type :disciplines} {:level 7, :type :disciplines} {:level
9, :type :disciplines} {:level 12, :type :disciplines} {:level
15, :type :disciplines} {:level 18, :type :disciplines}], :spellcasting
nil, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :insight true, :medicine
true, :nature true, :perception true, :religion true}}}, :hit-die 8, :traits
[{:description "Level\tTalents Known\tDisciplines Known\tPsi Points\tPsi Limit\
n1st\t1\t\t1\t\t\t4\t\t2\n2nd\t1\t\t1\t\t\t6\t\t2\n3rd\t2\t\t2\t\t\t14\t\t3\n4th\
t2\t\t2\t\t\t17\t\t3\n5th\t2\t\t3\t\t\t27\t\t5\n6th\t2\t\t3\t\t\t32\t\t5\n7th\t2\t\
t4\t\t\t38\t\t6\n8th\t2\t\t4\t\t\t44\t\t6\n9th\t2\t\t5\t\t\t57\t\t7\n10th\t3\t\t5\
t\t\t64\t\t7\n11th\t3\t\t5\t\t\t64\t\t7\n12th\t3\t\t6\t\t\t64\t\t7\n13th\t3\t\t6\t\
t\t64\t\t7\n14th\t3\t\t6\t\t\t64\t\t7\n15th\t3\t\t7\t\t\t64\t\t7\n16th\t3\t\t7\t\t\
t64\t\t7\n17th\t4\t\t7\t\t\t64\t\t7\n18th\t4\t\t8\t\t\t71\t\t7\n19th\t4\t\t8\t\t\
t71\t\t7\n20th\t4\t\t8\t\t\t71\t\t7", :name "Psionics"} {:description "Discipline
save DC = 8 + your proficiency bonus + your Intelligence modifier \nDiscipline
attack modifier = your proficiency bonus + your Intelligence modifier", :name
"Psionic Ability"} {:description
"Immediately after you spend psi points on a psionic discipline, you can take a
bonus action to regain hit points equal to the number of psi points you
spent.", :level 2, :name "Mystical Recovery"} {:description "You can telepathically
speak to any creature you can see within 120 feet of you in this manner. You don't
need to share a language with the creature for it to understand your telepathic
messages, but the creature must be able to understand at least one language or be
telepathic itself.", :level 2, :name "Telepathy"} {:description "You can replace
your proficiency in Wisdom saving throws whenever you finish a short or long rest.
To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain
proficiency in saves using that ability, instead of Wisdom. This change lasts until
you finish your next short or long rest.", :level 4, :name "Strength of Mind"}
{:description "Once on each of your turns when you hit a creature with a weapon,
you can deal an extra 1d8 psychic damage to that target. When you reach 14th level,
this extra damage increases to 2d8. In addition, you add your Intelligence modifier
to any damage roll you make for a psionic talent.", :level 8, :name "Potent
Psionics"} {:description "When activating a psionic discipline, you can pay its psi
point cost with your hit points, instead of using any psi points. Your current hit
points and hit point maximum are both reduced by the number of hit points you
spend. This reduction can't be lessened in any way, and the reduction to your hit
point maximum lasts until you finish a long rest. Once you use this feature, you
can't use it again until you finish a long rest.", :level 10, :name "Consumptive
Power"} {:description "As an action, you gain 9 special psi points that you can
spend only on disciplines that require an action or a bonus action to use. You can
use all 9 points on one discipline, or you can spread them across multiple
disciplines. You can't also spend your normal psi points on these disciplines; you
can spend only the special points gained from this feature. When you finish a long
rest, you lose any of these special points that you haven't spent. If more than one
of the disciplines you activate with these points require concentration, you can
concentrate on all of them. Activating one of them ends any effect you were already
concentrating on, and if you begin concentrating on an effect that doesn't use
these special points, the disciplines end that you're concentrating on. At 15th
level, the pool of psi points you gain from this feature increases to 11. You have
one use of this feature, and you regain any expended use of it with a long rest.
You gain one additional use of this feature at 13th, 15th, and 17th level.", :level
11, :name "Psionic Mastery"} {:description " • You gain resistance to
bludgeoning, piercing, and slashing damage.\n • You no longer age. • You are
immune to disease, poison damage, and the poisoned condition.\n • If you die,
roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of
dying, and you fall unconscious. You and your gear disappear. You appear at a spot
of your choice 1d3 days later on the plane of existence where you died, having
gained the benefits of one long rest.", :level 20, :name "Psionic
Master"}]}}, :orcpub.dnd.e5/selections {:disciplines {:key :disciplines, :name
"Disciplines", :option-pack "UA - The Mystic", :options [{:description "You can
alter your body to match your surroundings, allowing you to withstand punishing
environments. With greater psi energy, you can extend this protection to others. \n
Psychic Focus. While focused on this discipline, you don't need to eat, breathe, or
sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light
activity, rather than sleeping during any of it. \n Environmental Adaptation (2
psi). As an action, you or a creature you touch ignores the effects of extreme heat
or cold (but not cold or fire damage) for the next hour. \n Adaptive Shield (3
psi). When you take acid, cold, fire, lightning, or thunder damage, you can use
your reaction to gain resistance to damage of that type—including the triggering
damage— until the end of your next turn. \n Energy Adaptation (5 psi; conc., 1
hr.). As an action, you can touch one creature and give it resistance to acid,
cold, fire, lightning, or thunder damage (your choice), which lasts until your
concentration ends. \n Energy Immunity (7 psi; conc., 1 hr.). As an action, you
can touch one creature and give it immunity to acid, cold, fire, lightning, or
thunder damage (your choice), which lasts until your concentration ends.", :name
"Adaptive Body (Immortal Discipline)"} {:description "You refocus your sight to see
the energy that surrounds all creatures. You perceive auras, energy signatures that
can reveal key elements of a creature's nature. \nPsychic Focus. While focused on
this discipline, you have advantage on Wisdom (Insight) checks. \n Assess Foe (2
psi). As a bonus action, you analyze the aura of one creature you see. You learn
its current hit point total and all its immunities, resistances, and
vulnerabilities. \n Read Moods (2 psi). As a bonus action, you learn a one-word
summary of the emotional state of up to six creatures you can see, such as happy,
confused, afraid, or violent. \n View Aura (3 psi; conc., 1 hr.). As an action,
you study one creature's aura. Until your concentration ends, while you can see the
target, you learn if it's under the effect of any magical or psionic effects, its
current hit point total, and its basic emotional state. While this effect lasts,
you have advantage on Wisdom (Insight) and Charisma checks you make against it. \n
Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability
to see auras even of invisible or hidden creatures. Until your concentration ends,
you can see all creatures, including hidden and invisible ones, regardless of
lighting conditions.", :name "Aura Sight (Awakened Discipline)"} {:description "You
transform your body, gaining traits of different beasts. \nPsychic Focus. While
focused on this discipline, you have advantage on Wisdom (Animal Handling)
checks. \nBestial Claws (1–7 psi). You manifest long claws for an instant and make
a melee weapon attack against one creature within 5 feet of you. On a hit, this
attack deals 1d10 slashing damage per psi point spent. Bestial Transformation. As a
bonus action, you alter your physical form to gain different characteristics. When
you use this ability, you can choose one or more of the following effects. Each
effect has its own psi point cost. Add them together to determine the total cost.
This transformation lasts for 1 hour, until you die, or until you end it as a bonus
action. \nAmphibious (2 psi). You gain gills; you can breathe air and water. \
nClimbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed
equal to your walking speed. \nFlight (5 psi). Wings sprout from your back. You
gain a flying speed equal to your walking speed. \nKeen Senses (2 psi). Your eyes
and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. \
nPerfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect
prey. You can see invisible creatures and objects within 10 feet of you, even if
you are blinded. \nSwimming (2 psi). You gain fins and webbing between your fingers
and toes; you gain a swimming speed equal to your walking speed. \nTough Hide (2
psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.", :name
"Bestial Form (Immortal Discipline)"} {:description "You augment your natural
strength with psionic energy, granting you the ability to achieve incredible feats
of might. \nPsychic Focus. While focused on this discipline, you have advantage on
Strength (Athletics) checks. \nBrute Strike (1–7 psi). As a bonus action, you gain
a bonus to your next damage roll against a target you hit with a melee attack
during the current turn. The bonus equals +1d6 per psi point spent, and the bonus
damage is the same type as the attack. If the attack has more than one damage type,
you choose which one to use for the bonus damage. \nKnock Back (1–7 psi). When you
hit a target with a melee attack, you can activate this ability as a reaction. The
target must succeed on a Strength saving throw or be knocked 10 feet away from you
per psi point spent. The target moves in a straight line. If it hits an object,
this movement immediately ends and the target takes 1d6 bludgeoning damage per psi
point spent. \nMighty Leap (1–7 psi). As part of your movement, you jump in any
direction up to 20 feet per psi point spent. \nFeat of Strength (2 psi). As a bonus
action, you gain a +5 bonus to Strength checks until the end of your next
turn.", :name "Brute Force (Immortal Discipline)"} {:description "You channel
psionic power into your body, honing your reflexes and agility to an incredible
degree. The world seems to slow down while you continue to move as normal. \
nPsychic Focus. While focused on this discipline, your walking speed increases by
10 feet. \nRapid Step (1–7 psi). As a bonus action, you increase your walking speed
by 10 feet per psi point spent until the end of the current turn. If you have a
climbing or swimming speed, this increase applies to that speed as well. \nAgile
Defense (2 psi). As a bonus action, you take the Dodge action. \nBlur of Motion (2
psi). As an action, you cause yourself to be invisible during any of your movement
during the current turn. \nSurge of Speed (2 psi). As a bonus action, you gain two
benefits until the end of the current turn: you don't provoke opportunity attacks,
and you have a climbing speed equal to your walking speed. \nSurge of Action (5
psi). As a bonus action, you can Dash or make one weapon attack.", :name "Celerity
(Immortal Discipline)"}
{:description "Your control over your body allows you to deliver acid or poison
attacks. \nPsychic Focus. While focused on this discipline, you have resistance to
acid and poison damage. \nCorrosive Touch (1–7 psi). As an action, you deliver a
touch of acid to one creature within your reach. The target must make a Dexterity
saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half
as much damage on a successful one. \nVenom Strike (1–7 psi). As an action, you
create a poison spray that targets one creature you can see within 30 feet of you.
The target must make a Constitution saving throw. On a failed save, it takes 1d6
poison damage per psi point spent and is poisoned until the end of your next turn.
On a successful save, the target takes half as much damage and isn't poisoned. \
nAcid Spray (2 psi). As a reaction when you take piercing or slashing damage, you
cause acid to spray from your wound; each creature within 5 feet of you takes 2d6
acid damage. \nBreath of the Black Dragon (5 psi). You exhale a wave of acid in a
60-foot line that is 5 feet wide. Each creature in the line must make a
Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much
on a successful one. You can increase the damage by 1d6 per additional psi point
spent on it. \nBreath of the Green Dragon (7 psi). You exhale a cloud of poison in
a 90-foot cone. Each creature in the line must make a Constitution saving throw,
taking 10d6 poison damage on a failed save, or half as much damage on a successful
one.", :name "Corrosive Metabolism (Immortal Discipline)"} {:description "You have
learned to harvest seeds of despair in a creature's psyche, wracking it with self-
doubt and inaction. \nPsychic Focus. While focused on this discipline, you have
advantage on Charisma (Intimidation) checks. \nCrowned in Sorrow (1–7 psi). As an
action, one creature you can see within 60 feet of you must make a Charisma saving
throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it
can't take reactions until the start of its next turn. On a successful save, it
takes half as much damage. \nCall to Inaction (2 psi; conc., 10 min.). If you spend
1 minute conversing with a creature, you can attempt to seed it with overwhelming
ennui. At the end of the minute, you can use an action to force the creature to
make a Wisdom saving throw. The save automatically succeeds if the target is immune
to being charmed. On a failed save, it sits and is incapacitated until your
concentration ends. This effect immediately ends if the target or any ally it can
see is attacked or takes damage. On a successful save, the creature is unaffected
and has no inkling of your attempt to bend its will. \nVisions of Despair (3 psi).
As an action, you force one creature you can see within 60 feet of you to make a
Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed
is reduced to 0 until the end of its next turn. On a successful save, it takes half
as much damage. You can increase the damage by 1d6 per additional psi point spent
on it. \nDolorous Mind (5 psi; conc., 1 min.). As an action, you choose one
creature you can see within 60 feet of you. It must succeed on a Charisma saving
throw, or it is incapacitated and has a speed of 0 until your concentration ends.
It can repeat this saving throw at the end of each of its turns, ending the effect
on itself on a success.", :name "Crown of Despair (Avatar Discipline)"}
{:description "You cause a creature to be flooded with emotions of disgust. \
nPsychic Focus. While you are focused on this discipline, the area in a 5-foot
radius around you is difficult terrain for any enemy that isn't immune to being
frightened. \nEye of Horror (1–7 psi). As an action, choose one creature you can
see within 60 feet of you. The target must make a Charisma saving throw. On a
failed save, it takes 1d6 psychic damage per psi point spent and can't move closer
to you until the end of its next turn. On a successful save, it takes half as much
damage. \nWall of Repulsion (3 psi; conc., 10 min.). As an action, you create an
invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet
long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends.
Any creature attempting to move through it must make a Wisdom saving throw. On a
failed save, a creature can't move through the wall until the start of its next
turn. On a successful save, the creature can pass through it. A creature must make
this save whenever it attempts to pass through the wall, whether willingly or
unwillingly. \nVisions of Disgust (5 psi; conc., 1 min.). You cause a creature to
regard all other beings as horrid, alien entities. As an action, choose one
creature you can see within 60 feet of you. The target must make a Wisdom saving
throw. On a failed save, it takes 5d6 psychic damage, and until your concentration
ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of
each of its turns. On a successful save, the target takes only half the initial
damage and suffers none of the other effects. \nWorld of Horror (7 psi; conc., 1
min.). As an action, choose up to six creatures within 60 feet of you. Each target
must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic
damage, and it is frightened until your concentration ends. On a successful save, a
target takes half as much damage. While frightened by this effect, a target's speed
is reduced to 0, and the target can use its action, and any bonus action it might
have, only to make melee attacks. The frightened target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success.", :name
"Crown of Disgust (Avatar Discipline)"} {:description "You place a mote of pure
fury within a creature's mind, causing its bloodlust to overcome its senses and for
it to act as you wish it to. \nPsychic Focus. While you are focused on this
discipline, any enemy within 5 feet of you that makes a melee attack roll against
creatures other than you does so with disadvantage. \nPrimal Fury (1–7 psi). As an
action, choose one creature you can see within 60 feet of you. The target must
succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent
on this ability and immediately use its reaction to move its speed in a straight
line toward its nearest enemy. The save automatically succeeds if the target is
immune to being charmed. \nFighting Words (2 psi; conc., 10 min.). If you spend 1
minute conversing with a creature, you can attempt to leave a simmering violence in
its mind. At the end of the minute, you can use an action to force the creature to
make a Wisdom saving throw to resist feeling violent urges against one creature you
describe to it or name. The save automatically succeeds if the target is immune to
being charmed. On a failed save, the target attacks the chosen creature if it sees
that creature before your concentration ends, using weapons or spells against a
creature it was already hostile toward or unarmed strikes against an ally or a
creature it was neutral toward. Once the fight starts, it continues to attack for 5
rounds before this effect ends. This effect immediately ends if the target or any
ally it can see is attacked or takes damage from any creature other than the one it
has been incited against. On a successful save, the creature is unaffected and has
no inkling of your attempt to bend its will. \nMindless Courage (2 psi). You cause
a creature's bloodlust to overcome its sense of preservation. As a bonus action,
choose one creature you can see within 60 feet of you. The target must succeed on a
Wisdom saving throw or, until the end of your next turn, it can't willingly move
unless its movement brings it closer to its nearest enemy that it can see. The save
automatically succeeds if the target is immune to being charmed. \nPunishing Fury
(5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks
without heeding its own safety. As a bonus action, choose one creature you can see
within 60 feet of you. The target must succeed on a Wisdom saving throw or, until
your concentration ends, any creature within 5 feet of it can use a reaction to
make a melee attack against it whenever the target makes a melee attack. The save
automatically succeeds if the target is immune to being charmed.", :name "Crown of
Rage (Avatar Discipline)"} {:description "You manipulate the matter that composes
your body, drastically reducing your size without surrendering any of your might. \
nPsychic Focus. While focused on this discipline, you have advantage on Dexterity
(Stealth) checks. \nMiniature Form (2 psi; conc., 10 min.). As a bonus action, you
become Tiny until your concentration ends. While this size, you gain a +5 bonus to
Dexterity (Stealth) checks and can move through gaps up to 6 inches across without
squeezing. \nToppling Shift (2 psi). As a bonus action, you shift to an incredibly
small size and then suddenly return to normal, sending an opponent flying backward.
Choose one creature you can see within 5 feet of you. It must succeed on a Strength
saving throw or be knocked prone. \nSudden Shift (5 psi). As a reaction when you
are hit by an attack, you shift down to minute size to avoid the attack. The attack
misses, and you move up to 5 feet without provoking opportunity attacks before
returning to normal size. \nMicroscopic Form (7 psi; conc., 10 min.). As a bonus
action, you become smaller than Tiny until your concentration ends. While this
size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you
can move through gaps up to 1 inch across without squeezing, and you can't make
weapon attacks.", :name "Diminution (Immortal Discipline)"} {:description "You
infuse yourself with psionic
energy to grow to tremendous size, bolstering your strength and durability. \
nPsychic Focus. While focused on this discipline, your reach increases by 5 feet. \
nOgre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit
points. In addition, until your concentration ends, your melee weapon attacks deal
an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If
you're smaller than Large, you also become Large for the duration. \nGiant Form (7
psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In
addition, until your concentration ends, your melee weapon attacks deal an extra
2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you're
smaller than Huge, you also become Huge for the duration.", :name "Giant Growth
(Immortal Discipline)"} {:description "You forge an indomitable wall of psionic
energy around your mind—one that allows you to launch counterattacks against your
opponents. \nPsychic Focus. While focused on this discipline, you gain resistance
to psychic damage. \nPsychic Backlash (2 psi). As a reaction, you can impose
disadvantage on an attack roll against you if you can see the attacker. If the
attack still hits you, the attacker takes 2d10 psychic damage. \nPsychic Parry (1–7
psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving
throw, you gain a +1 bonus to that saving throw for each psi point you spend on
this ability. You can use this ability after rolling the die but before suffering
the results. \nPsychic Redoubt (5 psi; conc., 10 min.). As an action, you create a
field of protective psychic energy. Choose any number of creatures within 30 feet
of you. Until your concentration ends, each target has resistance to psychic damage
and advantage on Intelligence, Wisdom, and Charisma saving throws", :name
"Intellect Fortress (Awakened Discipline)"} {:description "You transform your body
to become a living metal, allowing you to shrug off attacks that would cripple
weaker creatures. \nPsychic Focus. While focused on this discipline, you gain a +1
bonus to AC. \nIron Hide (1–7 psi). As a reaction when you are hit by an attack,
you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus
lasts until the end of your next turn. This bonus applies against the triggering
attack. \nSteel Hide (2 psi). As a bonus action, you gain resistance to
bludgeoning, piercing, and slashing damage until the end of your next turn. \nIron
Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning,
piercing, or slashing damage (your choice), which lasts until your concentration
ends.", :name "Iron Durability (Immortal Discipline)"} {:description "You learn to
use psionic energy to manipulate others with a subtle combination of psi and your
own, natural charm. \nPsychic Focus. While focused on this discipline, you gain a
bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum
of +1). \nCharming Presence (1–7 psi). As an action, you exert an aura of
sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how
many hit points worth of creatures this option can affect. Creatures within 30 feet
of you are affected in ascending order of their hit point maximums, ignoring
incapacitated creatures, creatures immune to being charmed, and creatures engaged
in combat. Starting with the creature that has the lowest hit point maximum, each
creature affected by this option is charmed by you for 10 minutes, regarding you as
a friendly acquaintance. Subtract each creature's hit point maximum from the total
before moving on to the next creature. A creature's hit point maximum must be equal
to or less than the remaining total for that creature to be affected. \nCenter of
Attention (2 psi; conc., 1 min.). As an action, you exert an aura of power that
grabs a creature's attention. Choose one creature you can see within 60 feet of
you. It must make a Charisma saving throw. On a failed save, the creature is so
thoroughly distracted by you that all other creatures are invisible to it until
your concentration ends. This effect ends if the creature can no longer see or hear
you or if it takes damage. \nInvoke Awe (7 psi; conc., 10 min.). As an action, you
exert an aura that inspires awe in others. Choose up to 5 creatures you can see
within 60 feet of you. Each target must succeed on an Intelligence saving throw or
be charmed by you until your concentration ends. While charmed, the target obeys
all your verbal commands to the best of its ability and without doing anything
obviously self-destructive. The charmed target will attack only creatures that it
has seen attack you since it was charmed or that it was already hostile toward. At
the end of each of its turns, it can repeat the saving throw, ending the effect on
itself on a success.", :name "Mantle of Awe (Awakened Discipline)"} {:description
"You exert an aura of trust and authority, enhancing the coordination among your
allies. \nPsychic Focus. While focused on this discipline, when you end your turn
and didn't move during it, you can use your reaction to allow one ally you can see
within 30 feet of you to move up to half their speed, following a path of your
choice. To move in this way, the ally mustn't be incapacitated. \nCoordinated
Movement (2 psi). As a bonus action, choose up to five allies you can see within 60
feet of you. Each of those allies can use their reaction to move up to half their
speed, following a path of your choice. \nCommander's Sight (2 psi; conc., 1 rnd.).
As an action, choose one creature you can see within 60 feet of you. Until the
start of your next turn, your allies have advantage on attack rolls against that
target. \nCommand to Strike (3 psi). As an action, choose one ally you can see
within 60 feet of you. That ally can use their reaction to immediately take the
Attack action. You choose the targets. \nStrategic Mind (5 psi; conc., 1 min.). As
an action, you exert an aura of trust and command that unites your allies into a
cohesive unit. Until your concentration ends, any ally within 60 feet of you on
their turn can, as a bonus action, take the Dash or Disengage action or roll a d4
and add the number rolled to each attack roll they make that turn. \nOverwhelming
Attack (7 psi). As an action, choose up to five allies you can see within 60 feet
of you. Each of those allies can use their reaction to take the Attack action. You
choose the targets of the attacks.", :name "Mantle of Command (Avatar Discipline)"}
{:description "You focus your mind on courage, radiating confidence and bravado to
your allies. \nPsychic Focus. While focused on this discipline, you and allies
within 10 feet of you who can see you have advantage on saving throws against being
frightened. \nIncite Courage (2 psi). As a bonus action, choose up to six creatures
you can see within 60 feet of you. If any of those creatures is frightened, that
condition ends on that creature. \nAura of Victory (1–7 psi; conc., 10 min.). As a
bonus action, you project psionic energy until your concentration ends. The energy
fortifies you and your allies when your enemies are felled; whenever an enemy you
can see is reduced to 0 hit points, you and each of your allies within 30 feet of
you gain temporary hit points equal to double the psi points spent to activate this
effect. \nPillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to
five creatures you can see within 60 feet of you each gain one extra action to use
on your individual turns. The action goes away if not used before the end of your
next turn. the action can be used only to make one weapon attack or to take the
Dash or Disengage action.", :name "Mantle of Courage (Avatar Discipline)"}
{:description "You tap into a well of primal fear and turn yourself into a beacon
of terror to your enemies. \nPsychic Focus. While focused on this discipline, you
have advantage on Charisma (Intimidation) checks. \nIncite Fear (2 psi; conc., 1
min.). As an action, choose one creature you can see within 60 feet of you. The
target must succeed on a Wisdom saving throw or become frightened of you until your
concentration ends. Whenever the frightened target ends its turn in a location
where it can't see you, it can repeat the saving throw, ending the effect on itself
on a success. \nUnsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak
yourself in unsettling psychic energy. Until your concentration ends, any enemy
within 60 feet of you that can see you must spend 1 extra foot of movement for
every foot it moves toward you. A creature ignores this effect if immune to being
frightened. \nIncite Panic (5 psi; conc., 1 min.). As an action, choose up to eight
creatures you can see within 90 feet of you that can see you. At the start of each
of a target's turns before your concentration ends, the target must make a Wisdom
saving throw. On a failed save, the target is frightened until the start of its
next turn, and you roll a die. If you roll an odd number, the frightened target
moves half its speed in a random direction and takes no action on that turn, other
than to scream in terror. If you roll an even number, the frightened target makes
one melee attack against a random target within its reach. If there is no such
target, it moves half its speed in a random direction and takes no action on that
turn. This effect ends on a target if it succeeds on three saving throws against
it.", :name "Mantle of Fear (Avatar Discipline)"} {:description "You allow the
primal fury lurking deep within your mind to burst forth, catching you and your
allies in an implacable bloodthirst. \nPsychic Focus. While focused on this
discipline in combat, you and any ally who starts their turn within 10 feet of you
gains a 5-foot increase to their walking speed during that turn.
\nIncite Fury (2 psi; conc., 1 min.). As a bonus action, choose up to three allies
you can see within 60 feet of you (you can choose yourself in place of one of the
allies). Until your concentration ends, each target can roll a d4 when rolling
damage for a melee weapon attack and add the number rolled to the damage roll. \
nMindless Charge (2 psi). As a bonus action, choose up to three creatures you can
see within 60 feet of you. Each target can immediately use its reaction to move up
to its speed in a straight line toward its nearest enemy. \nAura of Bloodletting (3
psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your
concentration ends, you and any creature within 60 feet of you has advantage on
melee attack rolls. \nOverwhelming Fury (5 psi; conc., 1 min.). As an action, you
flood rage into one creature you can see within 60 feet of you. The target must
succeed on a Charisma saving throw, or it can use its actions only to make melee
attacks until your concentration ends. It can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.", :name "Mantle of
Fury (Avatar Discipline)"} {:description "You tap into the joy within you,
radiating it outward in soothing, psychic energy that brings hope and comfort to
creatures around you. \nPsychic Focus. While focused on this discipline, you have
advantage on Charisma (Persuasion) checks. \nSoothing Presence (1–7 psi). As a
bonus action, choose up to three creatures you can see within 60 feet of you. Each
target gains 3 temporary hit points per psi point spent on this effect. \
nComforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three
allies you can see (you can choose yourself in place of one of the allies). Until
your concentration ends, each target can roll a d4 when making a saving throw and
add the number rolled to the total. \nAura of Jubilation (3 psi; conc., 1 min.). As
a bonus action, you radiate a distracting mirth until your concentration ends. Each
creature within 60 feet of you that can see you suffers disadvantage on any checks
using the Perception and Investigation skills. \nBeacon of Recovery (5 psi). As a
bonus action, you and up to five allies you can see within 60 feet of you can
immediately make saving throws against every effect they're suffering that allows a
save at the start or end of their turns.", :name "Mantle of Joy (Avatar
Discipline)"} {:description "You become one with the power of elemental air. \
nPsychic Focus. While focused on this discipline, you take no falling damage, and
you ignore difficult terrain when walking. \nWind Step (1–7 psi). As part of your
move on your turn, you can fly up to 20 feet for each psi point spent. If you end
this flight in the air, you fall unless something else holds you aloft. \nWind
Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet
long and 5 feet wide. Each creature in that area must make a Strength saving throw,
taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a
failed save, or half as much damage on a successful one. \nCloak of Air (3 psi;
conc., 10 min.). As a bonus action, you seize control of the air around you to
create a protective veil. Until your concentration ends, attack rolls against you
have disadvantage, and when a creature you can see misses you with a melee attack,
you can use your reaction to force the creature to repeat the attack roll against
itself. \nWind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying
speed of 60 feet, which lasts until your concentration ends. \nMisty Form (6 psi;
conc., 1 min.). As an action, your body becomes like a misty cloud until your
concentration ends. In this form, you gain resistance to bludgeoning, piercing, and
slashing damage, and you can't take actions other than the Dash action. You can
pass through openings that are no more than 1 inch wide without squeezing. \
nAnimate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to
appear in an unoccupied space you can see within 120 feet of you. The elemental
lasts until your concentration ends, and it obeys your verbal commands. In combat,
roll for its initiative, and choose its behavior during its turns. When this effect
ends, the elemental disappears. See the Monster Manual for its stat block.", :name
"Mastery of Air (Wu Jen Discipline"} {:description "You align your mind with the
energy of elemental fire. \nPsychic Focus. While focused on this discipline, you
gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. \
nCombustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object
you can see within 120 feet of you. The target must make a Constitution save. On a
failed save, the target takes 1d10 fire damage per psi point spent, and it catches
on fire, taking 1d6 fire damage at the end of each of its turns until your
concentration ends or until it or a creature adjacent to it extinguishes the flames
with an action. On a successful save, the target takes half as much damage and
doesn't catch on fire. \nRolling Flame (3 psi; conc., 1 min.). As an action, you
create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until
your concentration ends. Any creature in that area when you use this ability and
any creature that ends its turn there takes 5 fire damage. Detonation (5 psi). As
an action, you create a fiery explosion at a point you can see within 120 feet of
you. Each creature in a 20-foot-radius sphere centered on that point must make a
Constitution saving throw, taking 7d6 fire damage and being knocked prone on a
failed save, or half as much damage on a successful one. \nFire Form (5 psi; conc.,
1 min.). As a bonus action, you become wreathed in flames until your concentration
ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. \
nAnimate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to
appear in an unoccupied space you can see within 120 feet of you. The elemental
lasts until your concentration ends, and it obeys your verbal commands. In combat,
roll for its initiative, and choose its behavior during its turns. When this effect
ends, the elemental disappears. See the Monster Manual for its stat block.", :name
"Mastery of Fire (Wu Jen Discipline)"} {:description "As a student of psionic
power, you perceive the potential energy that flows through all things. You reach
out with your mind, transforming the potential into the actual. Objects and
creatures move at your command. \nPsychic Focus. While focused on this discipline,
you have advantage on Strength checks. \nPush (1–7 psi). As an action, choose one
creature you can see within 60 feet of you. The target must make a Strength saving
throw. On a failed save, it takes 1d8 force damage per psi point spent and is
pushed up to 5 feet per point spent in a straight line away from you. On a
successful save, it takes half as much damage. \nMove (2–7 psi). Choose one object
you can see within 60 feet of you that isn't being worn or carried by another
creature and that isn't secured in place. It can't be larger than 20 feet on a
side, and its maximum weight depends on the psi points spent on this ability, as
shown below. As an action, you move the object up to 60 feet, and you must keep the
object within sight during this movement. If the object ends this movement in the
air, it falls. If the object would fall on a creature, the creature must succeed on
a DC 10 Dexterity saving throw or take damage as listed on the table below. \nPsi
Spent Maximum Weight Bludgeoning Damage \n2 25 lbs. 2d6 \n3 50 lbs. 4d6 \n5 250
lbs. 6d6 \n6 500 lbs. 7d6 \n7 1,000 lbs. 8d6 \nInertial Armor (2 psi). As an
action, you sheathe yourself in an intangible field of magical force. For 8 hours,
your base AC is 14 + your Dexterity modifier, and you gain resistance to force
damage. This effect ends if you are wearing or don armor. \nTelekinetic Barrier (3
psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic
energy, at least one portion of which must be within 60 feet of you. The wall is 40
feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration
ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. \nGrasp
(3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and
hold it captive. As an action, choose one creature you can see within 60 feet of
you. The target must succeed on a Strength saving throw or be grappled by you until
your concentration ends or until the target leaves your reach, which is 60 feet for
this grapple. The grappled target can escape by succeeding on a Strength
(Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus
your proficiency bonus. When a target attempts to escape in this way, you can spend
psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per
psi point spent. While a target is grappled in this manner, you create one of the
following effects as an action: \nCrush (1–7 psi). The target takes 1d6 bludgeoning
damage per psi point spent. \nMove (1–7 psi). You move the target up to 5 feet per
psi point spent. You can move it in the air and hold it there. It falls if the
grapple ends.", :name "Mastery of Force (Wu Jen Discipline)"} {:description "You
master the power of ice, shaping it to meet you demands. \nPsychic Focus. While
focused on this discipline, you have resistance to cold damage. \nIce Spike (1–7
psi). As an action, you hurl a mote of ice at one creature you can see within 120
feet of you. The target must make a Dexterity saving throw. On a failed save, the
target takes 1d8 cold damage per psi point spent and has its speed halved until the
start of your next turn. On a successful save, the target takes half as much
damage. \nIce Sheet (2 psi). As an action, choose a point on the ground you can
see within 60 feet of you. The ground in a 20-foot radius centered on that point
becomes covered in ice for 10 minutes. It is difficult terrain, and any creature
that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall
prone. If the surface is sloped, a creature that falls prone in the area
immediately slides to the bottom of the slope. \nFrozen Sanctuary (3 psi). As a
bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit
points. \nFrozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can
see within 120 feet of you. The air in a 20-foot-radius sphere centered on that
point becomes deathly cold and saturated with moisture. Each creature in that area
must make a Constitution saving throw. On a failed save, a target takes 6d6 cold
damage, and its speed is reduced to 0 until your concentration ends. On a
successful save, a target takes half as much damage. As an action, a target that
has its speed reduced can end the effect early if it succeeds on a Strength
(Athletics) check with a DC equal to this effect's save DC. You can increase this
effect's damage by 1d6 per each additional psi point spent on it. \nIce Barrier (6
psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion
of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and
1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of
the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee
attack takes cold damage equal to the damage the creature dealt to the
wall.", :name "Mastery of Ice (Wu Jen Discipline)"} {:description "You claim
dominion over light and darkness with your mind. \nPsychic Focus. While focused on
this discipline, natural and magical darkness within 30 feet of you has no effect
on your vision. \nDarkness (1–7 psi). As an action, you create an area of magical
darkness, which foils darkvision. Choose a spot you can see within 60 feet of you.
Magical darkness radiates from that point in a sphere with a 10-foot radius per psi
point spent on this ability. The light produced by spells of 2nd level or less is
suppressed in this area. \nLight (2 psi; conc., 1 min.). As an action, an object
you touch radiates light in a 20-foot radius and dim light for an additional 20
feet. The light lasts until your concentration ends. Alternatively, a creature you
touch radiates light in the same manner if it fails a Dexterity saving throw. While
lit in this manner, it can't hide, and attack rolls against it gain advantage. \
nShadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to
appear in unoccupied spaces you can see within 60 feet of you. The shadows last
until your concentration ends, and they obey your verbal commands. In combat, roll
for their initiative, and choose their behavior during their turns. When this
effect ends, the shadows disappear. See the Monster Manual for their stat block. \
nRadiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at
one creature you can see within 60 feet of you. The target must make a Dexterity
saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until
your concentration ends. On a successful save, it takes half as much damage. A
blinded target can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. You can increase this effect's damage by 1d6 per
each additional psi point spent on it.", :name "Mastery of Light and Darkness (Wu
Jen Discipline)"} {:description "Your mind becomes one with elemental water,
attuning your thoughts to its ebb and flow. \nPsychic Focus. While focused on this
discipline, you have a swimming speed equal to your walking speed, and you can
breathe underwater. \nDesiccate (1–7 psi). As an action, choose one creature you
can see within 60 feet of you. The target must make a Constitution saving throw,
taking 1d10 necrotic damage per psi point spent on this ability, or half as much
damage on a successful one. \nWatery Grasp (2 psi). As an action, you unleash a
wave that surges forth and then retreats to you like the rising tide. You create a
wave in a 20-foot-by-20-foot square. At least some portion of the square's border
must be within 5 feet of you. Any creature in that square must make a Strength
saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked
prone, and is pulled up to 10 feet closer to you. On a successful save, a target
takes half as much damage. You can increase this ability's damage by 1d6 per
additional psi point spent on it. \nWater Whip (3 psi). As an action, you unleash a
jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the
line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed
save, or half as much damage on a successful one. In addition, you can move each
target that fails its saving throw to any unoccupied space touching the line. You
can increase this ability's damage by 1d6 per additional psi point spent on it. \
nWater Breathing (5 psi). As an action, you grant yourself and up to ten willing
creatures you can see within 60 feet of you the ability to breathe underwater for
the next 24 hours. \nWater Sphere (6 psi; conc., 1 min.). As an action, you cause a
sphere of water to form around a creature. Choose one creature you can see within
60 feet of you. The target must make a Dexterity saving throw. On a failed save, it
becomes trapped in the sphere of water until your concentration ends. While the
target is trapped, its speed is halved, it suffers disadvantage on attack rolls,
and it can't see anything more than 10 feet away from it. However, attack rolls
against it also suffer disadvantage. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a successful one. \
nAnimate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to
appear in an unoccupied space you can see within 120 feet of you. The elemental
lasts until your concentration ends, and it obeys your verbal commands. In combat,
roll for its initiative, and choose its behavior during its turns. When this effect
ends, the elemental disappears. See the Monster Manual for its stat block.", :name
"Mastery of Water (Wu Jen Discipline)"} {:description "Your mind reaches into the
sky, reshaping the stuff of storms to serve your needs. \nPsychic Focus. While
focused on this discipline, you have resistance to lightning and thunder damage. \
nCloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to
create a solid, translucent staircase that lasts until your concentration ends. The
stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20
feet per psi point spent. \nHungry Lightning (1–7 psi). As an action, you lash out
at one creature you can see within 60 feet of you with tendrils of lightning. The
target must make a Dexterity saving throw, with disadvantage if it's wearing heavy
armor. The target takes 1d8 lightning damage per psi point spent on a failed save,
or half as much damage on a successful one. \nWall of Clouds (2 psi; conc., 10
min.). As an action, you create a wall of clouds, at least one portion of which
must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot
thick. The wall lasts until your concentration ends. Creatures can pass through it
without hindrance, but the wall blocks vision. \nWhirlwind (2 psi). As an action,
choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius
sphere centered on that point. Each creature in the sphere must succeed on a
Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied
space of your choice in the sphere. Any loose object in the sphere is moved to an
unoccupied space of your choice within it if the object weighs no more than 100
pounds. \nLightning Leap (5 psi). As an action, you let loose a line of lightning
that is 60 feet long and 5 feet wide. Each creature in the line must make a
Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as
much damage on a successful one. You can then teleport to an unoccupied space
touched by the line. You can increase this ability's damage by 1d6 per additional
psi point spent on it. \nWall of Thunder (6 psi; conc., 10 min.). As an action, you
create a wall of thunder, at least one portion of which must be within 60 feet of
you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until
your concentration ends. Every foot moved through the wall costs 1 extra foot of
movement. When a creature moves into the wall's space for the first time on a turn
or starts its turn there, that creature must succeed on a Strength saving throw, or
it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from
the wall, and is knocked prone. \nThunder Clap (7 psi). As an action, choose a
point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius
sphere centered on that point. Each creature in that area must make Constitution
saving throw. On a failed save, a target takes 8d6 thunder damage, and it is
stunned until the end of your next turn. On a successful save, a target takes half
as much damage.", :name "Mastery of Weather (Wu Jen Discipline)"} {:description
"You attune your mind to seize control of wood and earth. \nPsychic Focus. While
focused on this discipline, you have a +1 bonus to AC. \nAnimate Weapon (1–7 psi).
As an action, your mind seizes control of a one-handed melee weapon you're holding.
The weapon flies toward one creature you can see within 30 feet of you and makes a
one-handed melee weapon attack against it, using your discipline attack
modifier for the attack and damage rolls. On a hit, the weapon deals its normal
damage, plus an extra 1d10 force damage per psi point spent on this ability. The
weapon returns to your grasp after it attacks. \nWarp Weapon (2 psi). As an action,
choose one nonmagical weapon held by one creature you can see within 60 feet of
you. That creature must succeed on a Strength saving throw, or the chosen weapon
can't be used to attack until the end of your next turn. \nWarp Armor (3 psi). As
an action, choose a nonmagical suit of armor worn by one creature you can see
within 60 feet of you. That creature must succeed on a Constitution saving throw,
or the creature's AC becomes 10 + its Dexterity modifier until the end of your next
turn. \nWall of Wood (3 psi; conc., 1 hr.). As an action, you create a wall of wood
at least one portion of which must be within 60 feet of you. The wall is 60 feet
long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends.
Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one
section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains
intact. \nArmored Form (6 psi; conc., 1 min.). As a bonus action, you gain
resistance to bludgeoning, piercing, and slashing damage, which lasts until your
concentration ends. \nAnimate Earth (7 psi; conc., 1 hr.). As an action, you cause
an earth elemental to appear in an unoccupied space you can see within 120 feet of
you. The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Wood and Earth (Wu Jen Discipline)"}
{:description "You imbue a ranged weapon with a strange semblance of sentience,
allowing it to unerringly find its mark. \nPsychic Focus. While you are focused on
this discipline, any attack roll you make for a ranged weapon attack ignores
disadvantage. If disadvantage would normally apply to the roll, that roll also
can't benefit from advantage. \nSpeed Dart (1–7 psi). As a bonus action, you imbue
one ranged weapon you hold with psionic power. The next attack you make with it
that hits before the end of the current turn deals an extra 1d10 psychic damage per
psi point spent. \nSeeking Missile (2 psi). As a reaction when you miss with a
ranged weapon attack, you can repeat the attack roll against the same target. \
nFaithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged
weapon with a limited sentience. Until your concentration ends, you can make an
extra attack with the weapon at the start of each of your turns (no action
required). If it is a thrown weapon, it returns to your grasp each time you make
any attack with it", :name "Nomadic Arrow (Nomad Discipline)"} {:description "You
create a screen of psychic power that distorts your appearance, allowing you to
blend into the background or even turn invisible.\nPsychic Focus. While focused on
this discipline, you have advantage on Dexterity (Stealth) checks. \nChameleon (2
psi). As an action, you can attempt to hide even if you fail to meet the
requirements needed to do so. At the end of the current turn, you remain hidden
only if you then meet the normal requirements for hiding. \nStep from Sight (3 psi;
conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one
additional creature for every additional psi point you spend on this ability. The
added targets must be visible to you and within 60 feet of you. Each target turns
invisible and remains so until your concentration ends or until immediately after
it targets, damages, or otherwise affects any creature with an attack, a spell, or
another ability. \nEnduring Invisibility (7 psi; conc., 1 min.). As a bonus action,
you turn invisible and remain so until your concentration ends.", :name "Nomadic
Chameleon (Nomad Discipline)"} {:description "You dispatch part of your psyche into
the noosphere, the collective vista of minds and knowledge possessed by living
things.\nPsychic Focus. Whenever you focus on this discipline, you choose one skill
or tool and have proficiency with it until your focus ends. Alternatively, you gain
the ability to read and write one language of your choice until your focus ends. \
nWandering Mind (2–6 psi; conc., 10 min.). You enter a deep contemplation. If you
concentrate for this option's full duration, you then gain proficiency with up to
three of the following skills (one skill for every 2 psi points spent): Animal
Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival.
The benefit lasts for 1 hour, no concentration required. \nFind Creature (2 psi;
conc., 1 hr.). You cast your mind about for information about a specific creature.
If you concentrate for this option's full duration, you then gain a general
understanding of the creature's current location. You learn the region, city, town,
village, or district where it is, pinpointing an area between 1 and 3 miles on a
side (DM's choice). If the creature is on another plane of existence, you instead
learn which plane. \nItem Lore (3 psi; conc., 1 hr.). You carefully study an item.
If you concentrate for this option's full duration while remaining within 5 feet of
the item, you then gain the benefits of an identify spell cast on that item. \
nPsychic Speech (5 psi). As an action, you attune your mind to the psychic imprint
of all language. For 1 hour, you gain the ability to understand any language you
hear or attempt to read. In addition, when you speak, all creatures that can
understand a language understand what you say, regardless of what language you use.
\nWandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor
within 60 feet of you. The sensor lasts until your concentration ends. The sensor
is invisible and hovers in the air. You mentally receive visual information from
it, which has normal vision and darkvision with a range of 60 feet. The sensor can
look in all directions. As an action, you can move the sensor up to 30 feet in any
direction. There is no limit to how far away from you the eye can move, but it
can't enter another plane of existence. A solid barrier blocks the eye's movement,
but the eye can pass through an opening as small as 1 inch in diameter. \nPhasing
Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through
solid objects but can't end its movement in one. If it does so, the effect
immediately ends.", :name "Nomadic Mind (Nomad Discipline)"} {:description "You
exert your mind on the area around you, twisting the intraplanar pathways you
perceive to allow instantaneous travel.\nPsychic Focus. After you teleport on your
turn while focused on this discipline, your walking speed increases by 10 feet
until the end of the turn, as you are propelled by the magic of your teleportation.
You can receive this increase only once per turn. \nStep of a Dozen Paces (1–7
psi). If you haven't moved yet on your turn, you take a bonus action to teleport up
to 20 feet per psi point spent to an unoccupied space you can see, and your speed
is reduced to 0 until the end of the turn. \nNomadic Anchor (1 psi). As an action,
you create an invisible, intangible teleportation anchor in a 5-foot cube you can
see within 120 feet of you. For the next 8 hours, whenever you use this psionic
discipline to teleport, you can instead teleport to the anchor, even if you can't
see it, but it must be within range of the teleportation ability. \nDefensive Step
(2 psi). When you are hit by an attack, you can use your reaction to gain a +4
bonus to AC against that attack, possibly turning it into a miss. You then teleport
up to 10 feet to an unoccupied space you can see. \nThere and Back Again (2 psi).
As a bonus action, you teleport up to 20 feet to an unoccupied space you can see
and then move up to half your speed. At the end of your turn, you can teleport back
to the spot you occupied before teleporting, unless it is now occupied or on a
different plane of existence. \nTransposition (3 psi). If you haven't moved yet on
your turn, choose an ally you can see within 60 feet of you. As a bonus action, you
and that creature teleport, swapping places, and your speed is reduced to 0 until
the end of the turn. This ability fails and is wasted if either of you can't fit in
the destination space. \nBaleful Transposition (5 psi). As an action, choose one
creature you can see within 120 feet of you. That creature must make a Wisdom
saving throw. On a failed save, you and that creature teleport, swapping places.
This ability fails and is wasted if either of you can't fit in the destination
space. \nPhantom Caravan (6 psi). As an action, you and up to six willing creatures
of your choice that you can see within 60 feet of you teleport up to 1 mile to a
spot you can see. If there isn't an open space for all the targets to occupy at the
arrival point, this ability fails and is wasted. \nNomad's Gate (7 psi; conc., 1
hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of
you. You create an identical cube at any point of your choice within 1 mile that
you have viewed within the past 24 hours. Until your concentration ends, anyone
entering one of the cubes immediately teleports to the other one, appearing in an
unoccupied space next to it. The teleportation fails if there is no space for the
creature to appear in.", :name "Nomadic Step (Nomad Discipline)"} {:description "By
analyzing information around you, from subtle hints to seemingly disconnected
facts, you learn to weave a string of probabilities in an instant that gives you
extraordinary insights.\nPsychic Focus. While focused on this discipline, you have
advantage on initiative rolls. \nPrecognitive Hunch (2 psi; conc., 1 min.).
As a bonus action, you open yourself to receive momentary insights that improve
your odds of success; until your concentration ends, whenever you make an attack
roll, a saving throw, or an ability check, you roll a d4 and add it to the total. \
nAll-Around Sight (3 psi). In response to an attack hitting you, you use your
reaction to impose disadvantage on that attack roll, possibly causing it to miss. \
nDanger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of
reality in your mind and set it to show you a few seconds into the future. Until
your concentration ends, you can't be surprised, attack rolls against you can't
gain advantage, and you gain a +10 bonus to initiative. \nVictory Before Battle (7
psi). When you roll initiative, you can use this ability to grant yourself and up
to five creatures of your choice within 60 feet of you a +10 bonus to initiative.",
:name "Precognition (Awakened Discipline)"} {:description "You wield psionic energy
to cure wounds and restore health to yourself and others.\nPsychic Focus. While
focused on this discipline, you can use a bonus action to touch a creature that has
0 hit points and stabilize it. \nMend Wounds (1–7 psi). As an action, you can spend
psi points to restore hit points to one creature you touch. The creature regains
1d8 hit points per psi point spent. \nRestore Health (3 psi). As an action, you
touch one creature and remove one of the following conditions from it: blinded,
deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the
creature. \nRestore Life (5 psi). As an action, you touch one creature that has
died within the last minute. The creature returns to life with 1 hit point. This
ability can't return to life a creature that has died of old age, nor can it
restore a creature missing any vital body parts. \nRestore Vigor (7 psi). As an
action, you can touch one creature and choose one of the following: remove any
reductions to one of its ability scores, remove one effect that reduces its hit
point maximum, or reduce its exhaustion level by one.", :name "Psionic Restoration
(Immortal Discipline)"} {:description "You have learned how to channel psionic
energy into your attacks, lending them devastating power.\nPsychic Focus. Whenever
you focus on this discipline, choose one weapon you're holding or your unarmed
strike. When you attack with it while focused on this discipline, its damage is
psychic and magical, rather than its normal damage type. Until you reach 6th level
as a mystic, you don't add your Strength or Dexterity modifier to the psychic
attack's damage rolls. \nEthereal Weapon (1 psi). As a bonus action, you
temporarily transform one weapon you're holding or your unarmed strike into pure
psionic energy. The next attack you make with it before the end of your turn
ignores the target's armor, requiring no attack roll. Instead, the target makes a
Dexterity saving throw against this discipline. On a failed save, the target takes
the attack's normal damage and suffers its additional effects. On a successful
save, the target takes half damage from the attack but suffers no additional
effects that would normally be imposed on a hit. \nLethal Strike (1–7 psi). As a
bonus action, you imbue a weapon you're holding or your unarmed strike with psychic
energy. The next time you hit with it before the end of your turn, it deals an
extra 1d10 psychic damage per psi point spent. \nAugmented Weapon (5 psi; conc., 10
min.). As a bonus action, touch one simple or martial weapon. Until your
concentration ends, that weapon becomes a magic weapon with a +3 bonus to its
attack and damage rolls.", :name "Psionic Weapon (Immortal Discipline)"}
{:description "You wield your mind like a weapon, unleashing salvos of psionic
energy.\nPsychic Focus. While focused on this discipline, you gain a +2 bonus to
damage rolls with psionic talents that deal psychic damage. \nPsionic Blast (1–7
psi). As an action, choose one creature you can see within 60 feet of you. The
target takes 1d8 psychic damage per psi point spent on this ability. \nEgo Whip (3
psi). As an action, choose one creature you can see within 60 feet of you. The
target must make an Intelligence saving throw. On a failed save, the creature takes
3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its
action on its next turn only to take the Dodge, Disengage, or Hide action. On a
successful saving throw, it takes half as much damage. \nId Insinuation (5 psi). As
an action, choose one creature you can see within 60 feet of you. The target must
make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic
damage, and it goes into a fury, as its id runs rampant. On its next turn, it can
use its action only to take the Dodge or Attack action. On a successful save, it
takes half as much damage. \nPsychic Blast (6 psi). As an action, you unleash
devastating psychic energy in a 60-foot cone. Each creature in that area must make
an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half
as much damage on a successful one. You can increase the damage by 2d8 if you spend
1 more psi point on this ability. \nPsychic Crush (7 psi). As an action, you create
a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area
must make an Intelligence saving throw. On a failed save, a target takes 8d8
psychic damage and is stunned until the end of your next turn. On a successful
save, a target takes half as much damage.", :name "Psychic Assault (Awakened
Discipline)"} {:description "You create psychic static that disrupts other
creatures' ability to think clearly.\nPsychic Focus. While focused on this
discipline, you have advantage on Charisma (Deception) checks. \nDistracting Haze
(1–7 psi; conc., 1 min.). As an action, choose one creature you can see within 60
feet of you. That creature must make an Intelligence saving throw. On a failed
save, it takes 1d10 psychic damage per psi point spent and can't see anything more
than 10 feet from it until your concentration ends. On a successful save, it takes
half as much damage. \nDaze (3 psi). As an action, choose one creature you can see
within 60 feet of you. That creature must make an Intelligence saving throw. On a
failed save, the target is incapacitated until the end of your next turn or until
it takes any damage. \nMind Storm (5 psi). As an action, choose a point you can see
within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that
point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic
damage and suffers disadvantage on all saving throws until the end of your next
turn. On a successful save, a creature takes half as much damage. You can increase
the damage by 1d6 per additional psi point spent on this ability.", :name "Psychic
Disruption (Awakened Discipline)"} {:description "You reach into a creature's mind
to uncover information or plant ideas within it.\nPsychic Focus. While focused on
this discipline, you know when a creature communicating with you via telepathy is
lying. \nHammer of Inquisition (1–7 psi). As an action, choose one creature you can
see within 60 feet of you. The target must make an Intelligence saving throw. On a
failed save, it takes 1d10 psychic damage per psi point spent and suffers
disadvantage on its next Wisdom saving throw before the end of your next turn. On a
successful save, it takes half as much damage. \nForceful Query (2 psi). As an
action, you ask a question of one creature that can see and hear you within 30 feet
of you. The question must be phrased so that it can be answered with a yes or no,
otherwise this ability fails. The target must succeed on a Wisdom saving throw, or
it replies with a truthful answer. A creature is immune to this ability if it is
immune to being charmed. \nRansack Mind (5 psi; conc., 1 hr.). While you
concentrate on this ability, you probe one creature's mind. The creature must
remain within 30 feet of you, and you must be able to see it. If you reach the
ability's full duration, the target must make three Intelligence saving throws, and
you learn information from it based on the number of saving throws it fails. With
one failed saving throw, you learn its key memories from the past 12 hours. With
two failed saving throws, you learn its key memories from the past 24 hours. With
three failed saving throws, you learn its key memories from the past 48 hours. \
nPhantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you
probe one creature's mind. The creature must remain within 30 feet of you, and you
must be able to see it. If you reach the ability's full duration, the target must
make three Intelligence saving throws, and you plant a memory or an idea in it,
which lasts for a number of hours based on the number of saving throws it fails.
You choose whether the idea or memory is trivial (such as “I had porridge for
breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my
village from orc marauders and am therefore a coward” or “Magic is a scourge, so I
renounce it”). With one failed saving throw, the idea or memory lasts for the next
4 hours. With two failed saving throws, it lasts for 24 hours. With three failed
saving throws, it lasts for 48 hours.", :name "Psychic Inquisition (Awakened
Discipline)"} {:description "Your power reaches into a creature's mind and causes
it false perceptions.\nPsychic Focus. While focused on this discipline, you have
advantage on Charisma (Deception) checks. \nDistracting Figment (1–7 psi). As an
action, choose one creature you can see within 60 feet of you. The target must make
an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per
psi point spent and thinks it perceives a threatening creature just out of its
sight; until the end of your next turn,
it can't use reactions, and melee attack rolls against it have advantage. On a
successful save, it takes half as much damage. \nPhantom Foe (3 psi; conc., 1
min.). As an action, choose one creature you can see within 60 feet of you. The
target must make an Intelligence saving throw. On a failed save, it perceives a
horrid creature adjacent to it until your concentration ends. During this time, the
target can't take reactions, and it takes 1d8 psychic damage at the start of each
of its turns. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. You can increase the damage by 1d8
for each additional psi point spent on the ability. \nPhantom Betrayal (5 psi;
conc., 1 min.). As an action, you plant delusional paranoia in a creature's mind.
Choose one creature you can see within 60 feet of you. The target must succeed on
an Intelligence saving throw, or until your concentration ends, it must target its
allies with attacks and other damaging effects. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. A
creature is immune to this ability if it is immune to being charmed. \nPhantom
Riches (7 psi; conc., 1 min.). As an action, you plant the phantom of a greatly
desired object in a creature's mind. Choose one creature you can see within 60 feet
of you. The target must make an Intelligence saving throw. On a failed save, you
gain partial control over the target's behavior until your concentration ends; the
target moves as you wish on each of its turns, as it thinks it pursues the phantom
object it desires. If it hasn't taken damage since its last turn, it can use its
action only to admire the object you created in its perception. The target can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.", :name "Psychic Phantoms (Awakened Discipline)"}
{:description "By channeling psionic power, you gain the ability to control other
creatures by substituting your will for their own.\nPsychic Focus. While focused on
this discipline, you gain the ability to use your Telepathy class feature with up
to six creatures at once. If you don't have that feature from the mystic class, you
instead gain it while focused on this discipline. \nExacting Query (2 psi). As an
action, you target one creature you can communicate with via telepathy. The target
must make an Intelligence saving throw. On a failed save, the target truthfully
answers one question you ask it via telepathy. On a successful save, the target is
unaffected, and you can't use this ability on it again until you finish a long
rest. A creature is immune to this ability if it is immune to being charmed. \
nOccluded Mind (2 psi). As an action, you target one creature you can communicate
with via telepathy. The target must make an Intelligence saving throw. On a failed
save, the target believes one statement of your choice for the next 5 minutes that
you communicate to it via telepathy. The statement can be up to ten words long, and
it must describe you or a creature or an object the target can see. On a successful
save, the target is unaffected, and you can't use this ability on it again until
you finish a long rest. A creature is immune to this ability if it is immune to
being charmed. \nBroken Will (5 psi). As an action, you target one creature you can
communicate with via telepathy. The target must make an Intelligence saving throw.
On a failed save, you choose the target's movement and action on its next turn. On
a successful save, the target is unaffected, and you can't use this ability on it
again until you finish a long rest. A creature is immune to this ability if it is
immune to being charmed. \nPsychic Grip (6 psi; conc., 1 min.). As an action, you
target one creature you can see within 60 feet of you. The target must succeed on
an Intelligence saving throw, or it is paralyzed until your concentration ends. At
the end of each of its turns, it can repeat the saving throw. On a success, this
effect ends. On a failure, you can use your reaction to force the target to move up
to half its speed, even though it's paralyzed. \nPsychic Domination (7 psi; conc.,
1 min.). As an action, you target one creature you can see within 60 feet of you.
The target must succeed on an Intelligence saving throw, or you choose the
creature's actions and movement on its turns until your concentration ends. At the
end of each of its turns, it can repeat the saving throw, ending the effect on
itself on a success. A creature is immune to this ability if it is immune to being
charmed.", :name "Telepathic Contact (Awakened Discipline)"} {:description "You
create a third, psychic eye in your mind, which you cast out into the world. It
channels thoughts and knowledge back to you, greatly enhancing your senses.\
nPsychic Focus. While focused on this discipline, you have darkvision with a range
of 60 feet. If you already have darkvision with that range or greater, increase its
range by 10 feet. \nTremorsense (2 psi; conc., 1 min.). As a bonus action, you gain
tremorsense with a radius of 30 feet, which lasts until your concentration ends. \
nUnwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for
1 minute. \nPiercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the
ability to see through objects that are up to 1 foot thick within 30 feet of you.
This sight lasts until your concentration ends \nTruesight (5 psi; conc., 1 min.).
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until
your concentration ends.", :name "Third Eye (Nomad Discipline)"}]}, :psionic-
talents {:key :psionic-talents, :name "Psionic Talents", :option-pack "UA - The
Mystic", :options [{:description "As a bonus action, you cause bright light to
radiate from your body in a 20-foot radius and dim light for an additional 20 feet.
The light can be colored as you like. The light lasts for 1 hour, and you can
extinguish it earlier as a bonus action.", :name "Beacon"} {:description "As a
bonus action, a one-handed melee weapon you hold becomes one with your hand. For
the next minute, you can't let go of the weapon nor can it be forced from your
grasp.", :name "Blade Meld"} {:description "As an action, you erase your image from
the mind of one creature you can see within 120 feet of you; the target must
succeed on a Wisdom saving throw, or you are invisible to it until the end of your
next turn.", :name "Blind Spot"} {:description "As an action, you plant a false
belief in the mind of one creature that you can see within 60 feet of you. You can
create a sound or an image. Only the target of this talent perceives the sound or
image you create. If you create a sound, its volume can range from a whisper to a
scream. It can be your voice, someone else's voice, a creature's roar, a musical
instrument, or any other sound you pick. It lasts for 1 minute. If you create an
object, it must fit within a 5- foot cube and can't move or be reflective. The
image can't create any effect that influences a sense other than sight. The image
lasts for 1 minute, and it disappears if the creature touches it. ", :name
"Delusion"} {:description "As an action, you target one creature you can see within
90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8
acid, cold, fire, lightning, or thunder damage (your choice). The talent's damage
increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8). ", :name "Energy Beam"} {:description "As a bonus action, you alter your
density and weight to improve your mobility. For the rest of your turn, your
walking speed increases by 10 feet, and the first time you stand up this turn, you
do so without expending any of your movement if your speed is greater than 0.
", :name "Light Step"} {:description "As a bonus action, you can communicate
telepathically with one willing creature you can see within 120 feet of you. The
target must have an Intelligence of at least 2, otherwise this talent fails and the
action is wasted. This communication can occur until the end of the current turn.
You don't need to share a language with the target for it to understand your
telepathic utterances, and it understands you even if it lacks a language. You also
gain access to one memory of the target's choice, gaining perfect recall of one
thing it saw or did.", :name "Mind Meld"} {:description "As an action, you target
one creature you can see within 60 feet of you. The target must succeed on a
Constitution saving throw or take 1d6 force damage. If it takes any of this damage
and is Large or smaller, it is knocked prone. The talent's damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name
"Mind Slam"} {:description "As an action, you target one creature you can see
within 120 feet of you. The target must succeed on an Intelligence saving throw or
take 1d10 psychic damage. The talent's damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).", :name "Mind Thrust"}
{:description "As an action, you beguile one humanoid you can see within 120 feet
of you. The target must succeed on a Charisma saving throw or be charmed by you
until the end of your next turn. ", :name "Mystic Charm"} {:description "You can
use your action to manipulate or move one object within 30 feet of you. The object
can't weigh more than 10 pounds, and you can't affect an object being worn or
carried by another creature. If the object is loose, you can move it up to 30 feet
in any direction. This talent allows you to open an unlocked door, pour out a beer
stein, and so on. The object falls to the ground at the end of your turn if you
leave it suspended in midair. ", :name "Mystic Hand"} {:description "As an action,
you try to grasp one creature you can see within 120 feet of you, with a hand
crafted from telekinetic energy. The target must succeed on a Strength saving throw
or take 1d6 force damage. If it takes any of this damage and is Large or smaller,
you can move it up to 10 feet in a straight line in a direction of your choice. You
can't lift the target off the ground unless it is already airborne or underwater.
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).", :name "Psychic Hammer"}]}, :talents
{:key :talents, :name "Talents", :option-pack "UA - The Mystic", :options
[{:description "As a bonus action, you cause bright light to radiate from your body
in a 20-foot radius and dim light for an additional 20 feet. The light can be
colored as you like. The light lasts for 1 hour, and you can extinguish it earlier
as a bonus action.", :name "Beacon"} {:description "As a bonus action, a one-handed
melee weapon you hold becomes one with your hand. For the next minute, you can't
let go of the weapon nor can it be forced from your grasp.", :name "Blade Meld"}
{:description "As an action, you erase your image from the mind of one creature you
can see within 120 feet of you; the target must succeed on a Wisdom saving throw,
or you are invisible to it until the end of your next turn.", :name "Blind Spot"}
{:description "As an action, you plant a false belief in the mind of one creature
that you can see within 60 feet of you. You can create a sound or an image. Only
the target of this talent perceives the sound or image you create. If you create a
sound, its volume can range from a whisper to a scream. It can be your voice,
someone else's voice, a creature's roar, a musical instrument, or any other sound
you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-
foot cube and can't move or be reflective. The image can't create any effect that
influences a sense other than sight. The image lasts for 1 minute, and it
disappears if the creature touches it. ", :name "Delusion"} {:description "As an
action, you target one creature you can see within 90 feet of you. The target must
succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or
thunder damage (your choice). The talent's damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). ", :name "Energy Beam"}
{:description "As a bonus action, you alter your density and weight to improve your
mobility. For the rest of your turn, your walking speed increases by 10 feet, and
the first time you stand up this turn, you do so without expending any of your
movement if your speed is greater than 0. ", :name "Light Step"} {:description "As
a bonus action, you can communicate telepathically with one willing creature you
can see within 120 feet of you. The target must have an Intelligence of at least 2,
otherwise this talent fails and the action is wasted. This communication can occur
until the end of the current turn. You don't need to share a language with the
target for it to understand your telepathic utterances, and it understands you even
if it lacks a language. You also gain access to one memory of the target's choice,
gaining perfect recall of one thing it saw or did.", :name "Mind Meld"}
{:description "As an action, you target one creature you can see within 60 feet of
you. The target must succeed on a Constitution saving throw or take 1d6 force
damage. If it takes any of this damage and is Large or smaller, it is knocked
prone. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6).", :name "Mind Slam"} {:description "As an
action, you target one creature you can see within 120 feet of you. The target must
succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent's
damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).", :name "Mind Thrust"} {:description "As an action, you beguile
one humanoid you can see within 120 feet of you. The target must succeed on a
Charisma saving throw or be charmed by you until the end of your next turn.
", :name "Mystic Charm"} {:description "You can use your action to manipulate or
move one object within 30 feet of you. The object can't weigh more than 10 pounds,
and you can't affect an object being worn or carried by another creature. If the
object is loose, you can move it up to 30 feet in any direction. This talent allows
you to open an unlocked door, pour out a beer stein, and so on. The object falls to
the ground at the end of your turn if you leave it suspended in midair. ", :name
"Mystic Hand"} {:description "As an action, you try to grasp one creature you can
see within 120 feet of you, with a hand crafted from telekinetic energy. The target
must succeed on a Strength saving throw or take 1d6 force damage. If it takes any
of this damage and is Large or smaller, you can move it up to 10 feet in a straight
line in a direction of your choice. You can't lift the target off the ground unless
it is already airborne or underwater. The talent's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Psychic
Hammer"}]}}, :orcpub.dnd.e5/subclasses {:order-of-the-avatar
{:class :mystic, :key :order-of-the-avatar, :level-modifiers [{:type :armor-
prof, :value :medium} {:type :armor-prof, :value :shields}], :level-selections
[{:num 2, :type :disciplines}], :name "Order of the Avatar", :option-pack "UA - The
Mystic", :traits [{:description "While you aren't incapacitated, each ally within
30 feet of you who can see you gains a +2 bonus to initiative rolls.", :level
3, :name "Avatar of Battle"} {:description "While you aren't incapacitated, each
ally within 30 feet of you who can see you regains additional hit points equal to
your Intelligence modifier (minimum of 0) whenever they regain hit points from a
psionic discipline.", :level 6, :name "Avatar of Healing"} {:description "While you
aren't incapacitated, any ally within 30 feet of you who can see you can take the
Dash action as a bonus action.", :level 14, :name "Avatar of Speed"}]}, :order-of-
the-awakened {:class :mystic, :key :order-of-the-awakened, :level-modifiers
[], :level-selections [{:num 2, :type :disciplines}], :name "Order of the
Awakened", :option-pack "UA - The Mystic", :profs {:skill-options {:options
{:animal-handling true, :deception true, :insight true, :intimidation
true, :investigation true, :perception true, :persuasion true}}}, :traits
[{:description "If you hold an object and concentrate on it for 10 minutes (as if
concentrating on a psionic discipline), you learn a few basic facts about it. You
gain a mental image from the object's point of view, showing the last creature to
hold the object within the past 24 hours. You also learn of any events that have
occurred within 20 feet of the object within the past hour. The events you perceive
unfold from the object's perspective. You see and hear such events as if you were
there, but can't use other senses. Additionally, you can embed an intangible
psionic sensor within the object. For the next 24 hours, you can use an action to
learn the object's location relative to you (its distance and direction) and to
look at the object's surroundings from its point of view as if you were there. This
perception lasts until the start of your next turn. Once you use this feature, you
can't use it again until you finish a short or long rest.", :level 3, :name
"Psionic Investigation"} {:description "You can impose disadvantage on a target's
saving throw against a discipline or talent you use, but at the cost of using your
psychic focus. Your psychic focus immediately ends if it's active, and you can't
use it until you finish a short or long rest. You can't use this feature if you
can't use your psychic focus.", :level 6, :name "Psionic Surge"} {:description "As
an action, you can transform into a transparent, ghostly version of yourself. While
in this form, you have resistance to all damage, move at half speed, and can pass
through objects and creatures while moving but can't willingly end your movement in
their spaces. The form lasts for 10 minutes or until you use an action to end it.
Once you use this feature, you can't use it again until you finish a long
rest.", :level 14, :name "Spectral Form"}]}, :order-of-the-immortal
{:class :mystic, :key :order-of-the-immortal, :level-modifiers [], :level-
selections [{:num 2, :type :disciplines}], :name "Order of the Immortal", :option-
pack "UA - The Mystic", :traits [{:description "Your hit point maximum increases by
1 per mystic level. In addition, while you aren't wearing armor or wielding a
shield, your base AC equals 10 + your Dexterity modifier + your Constitution
modifier.", :name "Immortal Durability"} {:description "At the start of each of
your turns, you gain temporary hit points equal to your Intelligence modifier
(minimum of 0) if you have at least 1 hit point.", :level 3, :name "Psionic
Resilience"} {:description "As a reaction when you take damage, you can halve that
damage against you. Your psychic focus immediately ends if it's active, and you
can't use it until you finish a short or long rest. You can't use this feature if
you can't use your psychic focus.", :level 6, :name "Surge of Health"}
{:description "At the end of your turn while at 0 hit points, you can spend 5 psi
points to immediately regain a number of hit points equal to your mystic level +
your Constitution modifier.", :level 14, :name "Immortal Will"}]}, :order-of-the-
nomad {:class :mystic, :key :order-of-the-nomad, :level-modifiers [], :level-
selections [{:num 2, :type :disciplines}], :name "Order of the Nomad", :option-pack
"UA - The Mystic", :traits [{:description "When you finish a long rest, you gain
two proficiencies of
your choice: two tools, two skills, or one of each. You can replace one or both of
these selections with languages. This benefit lasts until you finish a long rest.",
:name "Breadth of Knowledge"} {:description "As a reaction when you are hit by an
attack, you can teleport to an unoccupied space that you occupied since the start
of your last turn, and the attack misses you. Once you use this feature, you can't
use it again until you finish a short or long rest", :level 3, :name "Memory of One
Thousands Steps"} {:description "When you use a psionic discipline to teleport any
distance, you can increase that distance by up to 10 feet.", :level 6, :name
"Superior Teleportation"} {:description "Once on each of your turns, you can
forfeit up to 30 feet of your movement to teleport the distance you forfeited. You
must teleport to an unoccupied space you can see.", :level 14, :name "Effortless
Journey"}]}, :order-of-the-soul-knife {:class :mystic, :key :order-of-the-soul-
knife, :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-
prof, :value :medium}], :name "Order of the Soul Knife", :option-pack "UA - The
Mystic", :traits [{:description "As a bonus action, you create scintillating knives
of energy that project from both of your fists. You can't hold anything in your
hands while manifesting these blades. You can dismiss them as a bonus action. For
you, a soul knife is a martial melee weapon with the light and finesse properties.
It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the
blades to parry; you gain a +2 bonus to AC until the start of your next turn or
until you are incapacitated.", :name "Soul Knife"} {:description "You gain a bonus
to attack and damage rolls with your soul knives depending on the number of psi
points spent, as shown on the table below. This bonus lasts for 10 minutes.\nPsi
Points Attack and Damage Bonus\n2 +1 \n5 +2 \n7 +4", :level
3, :name "Hone the Blade"} {:description "Whenever you slay an enemy creature with
a soul knife attack, you immediately regain 2 psi points.", :level 6, :name
"Consumptive Knife"} {:description "As an action, you can make one attack with your
soul knife. Treat the target's AC as 10 against this attack, regardless of the
target's actual AC.", :level 14, :name "Phantom Knife"}]}, :order-of-the-wu-jen
{:class :mystic, :key :order-of-the-wu-jen, :level-modifiers [], :level-selections
[{:num 2, :type :disciplines}], :name "Order of the Wu Jen", :option-pack "UA - The
Mystic", :profs {:skill-options {:options {:animal-handling true, :arcana
true, :insight true, :medicine true, :nature true, :perception true, :religion
true, :survival true}}}, :traits [{:description "When a creature's resistance
reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi
point to cause that use of the discipline to ignore the creature's resistance. You
can't spend this point if doing so would increase the discipline's cost above your
psi limit.", :level 3, :name "Elemental Attunement"} {:description "As a bonus
action, you can spend psi points to create spell slots that you can use to cast
these spells, as well as other spells you are capable of casting. The psi-point
cost of each spell slot is detailed on the table below. \nSpell Slot Level Psi Cost
\n1st 2 \n2nd 3 \n3rd 5 \n4th 6
\n5th 7 \nThe spell slot remains until you use it or finish a long
rest. You must observe your psi limit when spending psi points to create a spell
slot. Whenever you gain a level in this class, you can replace one of the chosen
wizard spells with a different wizard spell of 1st through 3rd level.", :level
6, :name "Arcane Dabbler"} {:description "If you have resistance to a type of
damage, you can spend 2 psi points as a reaction when you take damage of that type
to ©2017 Wizards of the Coast LLC 9 ignore that damage; you gain immunity to that
damage type until the end of your next turn.", :level 14, :name "Elemental
Mastery"}]}}}, "Adventurers League - Ruins of Mezro" {:orcpub.dnd.e5/backgrounds
{:heretic {:traits [{:name "Heretical Contacts", :description "You know where to
find heretics in settlements where your faith is represented. If no heretics are
present, you can indoctrinate weak-willed souls if you spend a day preaching. Where
heretics are present, you can always find a place to hide, rest and recuperate. If
needed, they can help you escape the settlement on a cart or through a secret
tunnel."}], :option-pack "Ruins of Mezro", :name "Heretic", :profs {:skill
{:deception true, :religion true}, :language-options {:choose 2, :options {:any
true}}}, :equipment {:holy-symbol 1, :prayer-book 1, :prayer-wheel 1, :vestements
1, :clothes-common 1, :pouch 1}, :treasure {:gp 10}, :key :heretic, :help "You
believe in a doctrine outlawed by your faith, taught to you in secret by other
heretics. You’re now shunned by the faithful, or worse, hunted. Perhaps your
superiors excommunicated you from your temple, or forbidden dogma provided answers
to questions you never sought.\nFeature: Heretical Contacts"}},
:orcpub.dnd.e5/subclasses {:entropy-domain {:class :cleric, :traits [{:name
"Sanctity of Body", :description "When you choose this domain at 1st level, you
perform a ritual to anchor your soul to the material plane. You have advantage when
making death saving throws."} {:name "Channel Divinity: Arcane
Disruption", :description "Starting at 2nd level, you can use your Channel Divinity
to disrupt the flow of magic in your vicinity.\n\nAs an action, you conjure an aura
of disruptive energy that radiates from you in a 15-foot radius. The aura lasts
until the end of your next turn, and moves with you, centered on you. While inside
the aura, any creature that attempts to cast a spell must first succeed on a
Constitution saving throw. If they fail the save, their spell fails to cast and the
spell slot is wasted.", :level 2} {:level 6, :name "Entropic
Retaliation", :description "Starting at 6th level, when you or an ally within 30
feet of you takes damage from a spell, you can use your reaction to cause the
caster to make a Constitution saving throw. If the caster fails its saving throw,
it gains one level of exhaustion."} {:name "Potent Spellcasting", :description "At
8th level, you add your Wisdom modifier to the damage you deal with any
cantrip.", :level 8} {:name "Emissary of Entropy", :level 17, :description "At 17th
level, you have advantage on saving throws against spells. In addition, when you
succeed on a saving throw against a spell, you gain 5 temporary hit points for each
slot level of the spell."}], :level-modifiers [], :option-pack "Ruins of
Mezro", :name "Entropy Domain", :cleric-spells {1 {0 :detect-magic, 1 :inflict-
wounds}, 2 {0 :gentle-repose, 1 :spiritual-weapon}, 3 {0 :dispel-magic,
1 :protection-from-energy}, 4 {0 :blight, 1 :death-ward}, 5 {0 :circle-of-power,
1 :hallow}}, :key :entropy-domain, :disabled? false}}, :orcpub.dnd.e5/monsters
{:goliath-warrior {:senses "passive Perception 10", :description "Goliaths are
reclusive survivalists who dwell in the world’s most inhospitable mountain ranges.
A goliath’s life is measured in deeds, and they compete ferociously to outdo their
peers. When a goliath leaves the tribe to fight abroad, they’ve most likely killed
the greatest enemy in their homeland.", :armor-notes "hide", :key :goliath-warrior,
:int 10, :speed "30 ft.", :name "Goliath Warrior", :alignment "lawful
neutral", :cha 10, :hit-points {:die-count 14, :die 8, :modifier
42}, :type :humanoid, :size :medium, :option-pack "Ruins of Mezro", :armor-class
13, :skills {:athletics 5, :survival 2}, :str 16, :challenge 3, :con 17, :dex
13, :wis 11, :props {:language {:common true, :giant true}}, :traits [{:description
"The goliath makes two attacks with either its battleaxe or javelin.\n", :name
"Multiattack", :type :action} {:description "Melee Weapon Attack:+5 to hit, reach 5
ft., one target. Hit:7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
if used with two hands.", :name "Battleaxe", :type :action} {:description "Melee or
Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 feet, one target.
Hit:6 (1d6 + 3) piercing damage.", :name "Javelin", :type :action}
{:type :Other, :description "If a goliath takes damage and remains above 0 hit
points, it can make a Constitution saving throw with a DC of 5 + the damage taken.
On a success, it gains 5 temporary hit points.", :name "Reaction: Stone’s
Endurance"}]}, :mudmaw {:senses "passive Perception 10", :description "Mudmaws lurk
beneath the surface of the swamp, waiting for prey to come down to the water to
drink. When they strike, they use their rubbery tentacles to pin their prey before
latching on with their powerful jaws.", :armor-notes "natural", :key :mudmaw, :int
2, :speed "30 ft., swim 30 ft.", :name "Mudmaw", :alignment "unaligned", :cha
7, :hit-points {:die-count 14, :die 12, :modifier
42}, :type :monstrosity, :size :huge, :option-pack "Ruins of Mezro", :armor-class
15, :skills {:stealth 5}, :str 21, :challenge 6, :con 17, :dex 9, :wis 10, :traits
[{:description "While the mudmaw remains motionless, it is indistinguishable from a
floating log.", :name "False Appearance"} {:description "The mudmaw can hold its
breath for 15 minutes.", :name "Hold Breath"} {:description "While on land, the
ground in a 15 feet radius around the mudmaw is difficult terrain.", :name "Soften
Earth"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit:21 (3d10 + 5) piercing damage.", :name "Bite", :type :action} {:description
"Melee Weapon Attack: +8 to hit, reach 20 ft., one creature.\nHit: The target is
grappled (escape DC 16). Until this grapple ends, the target is restrained and has
disadvantage on Strength checks and Strength saving throws, and the mudmaw can’t
use
its tentacles on another target.", :type :action, :name "Tentacles"}]}, :living-
trap {:senses "darkvision 120 ft., passive Perception 10", :description "A living
trap appears as mass of rusty chains and blades entangled with hunks of masonry and
vegetation. Coursing with wild magic, the whole thing can heft itself into a
vaguely humanoid form to skulk through the ruins of its home. ", :legendary-actions
{:description "The living trap can take 3 legendary actions, choosing from the
options below. Only one legendary only can be used at a time and only at the end of
another creature’s turn. The living trap regains spent legendary actions at the
start of its turn."}, :armor-notes "natural armor", :key :living-trap, :int
5, :speed "30 ft.", :name "Living Trap", :alignment "neutral evil", :cha 1, :hit-
points {:die-count 20, :die 10, :modifier
100}, :type :construct, :size :large, :option-pack "Ruins of Mezro", :armor-class
17, :skills {:stealth 4}, :str 22, :challenge 12, :con 20, :dex 10, :wis 11, :props
{:damage-immunity {:poison true, :psychic true, :bludgeoning true, :piercing
true, :slashing true}, :condition-immunity {:charmed true, :exhausted
true, :frightened true, :paralyzed true, :petrified true, :poisoned true}}, :traits
[{:description "On initiative count 20 (losing initiative ties), the living trap
takes a lair action to cause one of the following effects; the living trap can’t
use the same effect two rounds in a row:\n\n• Walls that the living trap can see
within 120 feet sprout slashing blades. Any creature within 5 feet of such a wall
must make a DC 17 Dexterity saving throw, taking 19 (3d8+6) slashing damage on a
failed save, and half as much damage on a successful one.\n• A 40-foot-deep pit
opens at a point the living trap chooses within 120 feet of it, occupying a 10-
foot-radius area. Creatures standing over the pit when it appears must succeed on a
DC 17 Dexterity saving throw to leap clear. The pit remains until the living trap
dismisses it as an action, uses this lair action again, or dies. Any creatures
inside the pit when it disappears are transported to the surface.\n• Magical
darkness spreads from a point the living trap chooses within 60 feet of it, filling
a 15-foot-radius sphere until the living trap dismisses it as an action, uses this
lair action again, or dies. The darkness spreads around corners. A creature with
darkvision can’t see through this darkness, and nonmagical light can’t illuminate
it. If any of the effect’s area overlaps with an aura of light created by a spell
of 2nd level or lower, the spell that created the light is dispelled.", :name "Lair
Actions"} {:description "The region containing the living trap’s lair is warped by
wild magic, which creates one or more of the following effects:\n\n• If a creature
takes damage within one mile of the living trap’s lair, the living trap is
immediately aware of its location.\n• Masonry and unattended objects within 1 mile
of the lair appear cracked and old. Any damage dealt to break objects in this area
is doubled.\n• When a creature within one mile of the living trap’s lair rolls a
natural 1 on a spell attack, roll on the Wild Magic Surge table to create a magical
effect (see chapter 3 of the Player’s Handbook). If the living trap dies, the last
two effects fade over the course of 3d10 days.", :name "Regional Effects"}
{:description "Understands Common but speaks only through the use of its Mimicry
trait.", :name "Languages"} {:description "The living trap can use its action to
Polymorph into a section of ruined terrain no larger than 10-foot-radius sphere.
This form can include objects and structural features such as doors and pillars.
Its statistics are the same in each form. It reverts to its true form if it dies.",
:name "Shapechanger"} {:description "The living trap is indistinguishable from an
ordinary section of ruined terrain.", :name "False Appearance (terrain form only)"}
{:description "The living trap can mimic any sounds it has heard, including voices.
A creature that hears the sounds can tell they are imitations with a successful DC
17 Wisdom (Insight) check.", :name "Mimicry"} {:description "The living trap makes
two melee attacks.", :name "Multiattack", :type :action} {:description "Melee
Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:19 (3d8 + 6) bludgeoning
damage.", :name "Slam", :type :action} {:description "The living trap makes a
Wisdom (Perception) check.", :name "Detect", :type :legendary-action} {:description
"The living trap makes a slam attack.", :name "Slam Attack", :type :legendary-
action} {:description "Each creature within 15 feet of the living trap must succeed
on a DC 17 Dexterity saving throw or it is grappled (Escape DC 16).", :name
"Entangle (Costs 2 Actions)", :type :legendary-action}]}, :priest-of-entropy
{:senses "passive Perception 13", :description "These maniac priests worship
Entropy: a gargantuan sphere of annihilation that hovers above a wasteland in
Chessenta. Only arcane magic can stop its growth, so the priests of Entropy have
sworn to hunt down and annihilate wizards.", :armor-notes "scale", :key :priest-of-
entropy, :int 11, :speed "30 ft.", :name "Priest of Entropy", :alignment "chaotic
evil", :cha 15, :hit-points {:die-count 21, :die 8, :modifier 42}, :type :humanoid,
:size :medium, :option-pack "Ruins of Mezro", :armor-class 14, :skills
{:intimidation 6, :religion 4}, :str 14, :saving-throws {:con 6, :wis
7}, :challenge 12, :con 14, :dex 10, :wis 17, :traits [{:description "The priest
knows any two languages of its choice.", :name "Languages"} {:description "The
priest is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save
DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:\
nCantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy\n1st
level (4 slots): bane, detect magic, guiding bolt, healing word, inflict wounds\
n2nd level (3 slots): gentle repose, hold person, spiritual weapon, silence\n3rd
level (3 slots): animate dead, dispel magic, mass healing word, meld into stone,
protection from energy, sending\n4th level (3 slots): banishment, blight, death
ward\n5th level (2 slots): contagion, circle of power, hallow, insect plague\n6th
level (1 slot): forbiddance, true seeing", :name "Spellcasting"}
{:type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft. or ranged
20/60 ft., one creature. Hit:5 (1d6 + 2) piercing damage, or 6 (1d8+2) piercing
damage if used with two hands to make a melee attack.", :name "Spear"}
{:type :action, :description "The priest conjures an aura of disruptive energy that
radiates from it in a 15-foot radius and moves with the priest, centered on it. The
aura lasts until the priest dismisses it as action, or dies. While inside the aura,
any creature that attempts to cast a spell must first succeed on a DC 15
Constitution saving throw. If they fail the save, their spell fails to cast and the
spell slot is wasted.", :name "Arcane Disruption"}]}}}, "UA - The Ranger, Revised"
{:orcpub.dnd.e5/selections {:hunters-prey {:options [{:name "Colossus
Slayer", :description "Deal an extra 1d8 damage with an attack if the creature has
less than its maximum HP (use once/turn)."} {:name "Giant Killer", :description
"When a Large or larger creature within 5 ft attacks you, you can use your reaction
to make one attack against that creature if you can see them."} {:name "Horde
Breaker", :description "When you attack one creature, attack another creature
within 5 feet of it with the same action (use once/turn)."}], :option-pack "UA -
The Ranger, Revised", :name "Hunter's Prey", :key :hunters-prey}, :defensive-
tactics {:options [{:name "Escape the Horde", :description "Opportunity attacks
against you are made with disadvantage."} {:name "Multiattack
Defense", :description "When a creature hits you with an attack, you gain +4 AC
against that creatures attacks for the rest of the turn."} {:name "Steel
Will", :description "Advantage on saving throws against being frightened."}], :name
"Defensive Tactics", :option-pack "UA - The Ranger, Revised", :key :defensive-
tactics}, :multiattack {:options [{:name "Volley", :description "As an action, make
separate ranged attacks against any number of creatures within 10ft of a point
within your weapon's range. You must have ammunition for each target."} {:name
"Whirlwind Attack", :description "As an action, make separate melee attacks against
each creature within 5ft of you."}], :name "Multiattack", :option-pack "UA - The
Ranger, Revised", :key :multiattack}, :superior-hunters-defense {:options [{:name
"Evasion", :description "When you succeed on a DEX save to take half damage, you
take none, if you fail, you take half."} {:name "Stand Against the
Tide", :description "As a reaction, force a creature that misses you with a melee
attack to repeat the same attack against another creature of your choice."} {:name
"Uncanny Dodge", :description "As a reaction, halve the damage from an attack that
you can see."}], :name "Superior Hunter's Defense", :option-pack "UA - The Ranger,
Revised", :key :superior-hunters-defense}, :animal-companion {:options [{:name
"Ape", :description "Stats on pg 317 of the Monster Manual. They lose their
multiattack feature. "} {:name "Black Bear", :description "Stats on pg 318 of the
Monster Manual. They lose their multiattack feature."} {:name "Boar", :description
"Stats on pg 319 of the Monster Manual."} {:name "Giant Badger", :description
"Stats on pg 323 of the Monster Manual."} {:name "Giant Weasel", :description
"Stats on pg 329 of the Monster Manual."} {:name "Mule", :description "Stats on pg
333 of the Monster Manual."} {:name "Panther", :description "Stats on pg 333 of the
Monster Manual."} {:name "Wolf", :description "Stats on pg 341 of the Monster
Manual."} {:name "Other", :description "Typically, any beast that is medium
or smaller, has 15 or fewer HP, and cannot deal more than 8 damage with a single
attack can be your animal companion. Recommended CR is 1/4 or lower, but work with
your DM to find an appropriate companion."}], :name "Animal Companion", :option-
pack "UA - The Ranger, Revised", :key :animal-companion}, :ranger-fighting-style
{:options [{:name "Archery", :description "+2 to attack rolls with ranged weapons"}
{:name "Defense", :description "+1 AC while wearing armor"} {:name
"Dueling", :description "+2 to damage rolls when wielding a single weapon in one
hand."} {:name "Two-Weapon Fighting", :description "When engaging in two-weapon
fighting, you can add your ability modifier to the damage of the second attack."}],
:option-pack "UA - The Ranger, Revised", :name "Ranger Fighting
Style", :key :ranger-fighting-style}, :favored-enemy {:options [{:name "Favored
Enemy: Beasts", :description "+2 weapon damage against Beasts. Advantage on
Survival checks to track them and Intelligence checks to recall information about
them. You learn one language of your choice. At 6th level, the damage bonus
increases to +4. "} {:name "Favored Enemy: Fey", :description "+2 weapon damage
against Fey. Advantage on Survival checks to track them and Intelligence checks to
recall information about them. You learn one language of your choice. At 6th level,
the damage bonus increases to +4."} {:name "Favored Enemy: Humanoids", :description
"+2 weapon damage against Humanoids. Advantage on Survival checks to track them and
Intelligence checks to recall information about them. You learn one language of
your choice. At 6th level, the damage bonus increases to +4."} {:name "Favored
Enemy: Monstrosities", :description "+2 weapon damage against Monstrosities.
Advantage on Survival checks to track them and Intelligence checks to recall
information about them. You learn one language of your choice. At 6th level, the
damage bonus increases to +4."} {:name "Favored Enemy: Undead", :description "+2
weapon damage against Undead. Advantage on Survival checks to track them and
Intelligence checks to recall information about them. You learn one language of
your choice. At 6th level, the damage bonus increases to +4."}], :name "Favored
Enemy", :option-pack "UA - The Ranger, Revised", :key :favored-enemy}, :greater-
favored-enemy {:options [{:name "Favored Enemy: Abberations", :description "+4
advantage to damage rolls against Abberations, and advantage to track or recall
information about them. You learn an additional language."} {:name "Favored Enemy:
Celestials", :description "+4 advantage to damage rolls against Celestials, and
advantage to track or recall information about them. You learn an additional
language."} {:name "Favored Enemy: Constructs", :description "+4 advantage to
damage rolls against Constructs, and advantage to track or recall information about
them. You learn an additional language."} {:name "Favored Enemy:
Dragons", :description "+4 advantage to damage rolls against Dragons, and advantage
to track or recall information about them. You learn an additional language."}
{:name "Favored Enemy: Elementals", :description "+4 advantage to damage rolls
against Elementals, and advantage to track or recall information about them. You
learn an additional language."} {:name "Favored Enemy: Fiends", :description "+4
advantage to damage rolls against Fiends, and advantage to track or recall
information about them. You learn an additional language."} {:name "Favored Enemy:
Giants", :description "+4 advantage to damage rolls against Giants, and advantage
to track or recall information about them. You learn an additional
language."}], :name "Greater Favored Enemy", :option-pack "UA - The Ranger,
Revised", :key :greater-favored-enemy}}, :orcpub.dnd.e5/classes {:ranger-revised-
{nil nil, :key :ranger-revised-, :weapons {:longbow 1}, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :weapon-prof, :value :martial} {:type :num-attacks, :level 5, :value
2}], :name "Ranger (Revised)", :equipment {:arrow 20}, :armor-choices [{:name
"Armor", :options {:scale-mail 1, :leather 1}}], :subclass-level 3, :equipment-
choices [{:name "Equipment", :options {:explorers-pack 1, :dungeoneers-pack
1}}], :option-pack "UA - The Ranger, Revised", :subclass-title "Hunter
Conclave", :weapon-choices [{:name "Weapons", :options {:simple 2, :shortsword
2}}], :level-selections [{:type :ranger-fighting-style, :level 2} {:type :favored-
enemy} {:type :greater-favored-enemy, :level 6}], :spellcasting {:level-factor
2, :known-mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {2
2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :spell-list-
kw :ranger}, :ability-increase-levels [4 8 12 16 19], :subclass-help "At 3rd level,
you choose to emulate the ideals and training of a ranger conclave.", :profs {:save
{:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/dex true}, :skill-
options {:options {:animal-handling true, :athletics true, :insight
true, :investigation true, :nature true, :perception true, :stealth true, :survival
true}, :choose 3}}, :hit-die 10, :traits [{:name "Favored Enemy", :description
"Beginning at 1st level, you have significant experience studying, tracking,
hunting, and even talking to a certain type of enemy commonly encountered in the
wilds.\n Choose a type of favored enemy: beasts, fey, humanoids, monstrosities,
or undead. You gain a +2 bonus to damage rolls with weapon attacks against
creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival)
checks to track your favored enemies, as well as on Intelligence checks to recall
information about them.\n When you gain this feature, you also learn one language
of your choice, typically one spoken by your favored enemy or creatures associated
with it. However, you are free to pick any language you wish to learn."} {:name
"Natural Explorer", :description "You area master of navigating the natural world,
and you react with swift and decisive action when attacked.This grants you the
following benefits:\n • You ignore difficult terrain.\n • You have advantage on
initiative rolls.\n • On your first turn during combat, you have advantage on
attack rolls against creatures that have not yet acted.\n In addition, you are
skilled at navigating the wilderness. You gain the following benefits when
traveling for an hour or more:•Difficult terrain doesn't slow your group's travel.\
n • Your group can't become lost except by magical means.•Even when you are
engaged in another activity while traveling (such as foraging, navigating, or
tracking), you remain alert to danger.\n • If you are traveling alone, you can
move stealthily at a normal pace.\n • When you forage, you find twice as much
food as you normally would.•While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they passed through the area."} {:level
3, :name "Primeval Awareness", :description "Beginning at 3rd level, your mastery
of ranger lore allows you to establish a powerful link to beasts and to the land
around you.\n You have an innate ability to communicate with beasts, and they
recognize you as a kindred spirit. Through sounds and gestures, you can communicate
simple ideas to a beast as an action, and can read its basic mood and intent. You
learn its emotional state, whether it is affected by magic of any sort, its short-
term needs (such as food or safety), and actions you can take (if any) to persuade
it to not attack.\n You cannot use this ability against a creature that you have
attacked within the past 10 minutes.\n Additionally, you can attune your senses
to determine if any of your favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you were concentrating on a spell),
you can sense whether any of your favored enemies are present within 5 miles of
you. This feature reveals which of your favored enemies are present, their numbers,
and the creatures' general direction and distance (in miles) from you.\n If there
are multiple groups of your favored enemies within range, you learn this
information for each group."} {:level 6, :name "Greater Favored
Enemy", :description "At 6th level, you are ready to hunt even deadlier game.Choose
a type of greater favored enemy: aberrations, celestials, constructs, dragons,
elementals, fiends, or giants.You gain all the benefits against this chosen enemy
that you normally gain against your favored enemy, including an additional
language.Your bonus to damage rolls against all your favored enemies increases to
+4.\n Additionally, you have advantage on saving throws against the spells and
abilities used by a greater favored enemy."} {:level 8, :name "Fleet of
Foot", :description "Beginning at 8th level, you can use the Dash action as a bonus
action on your turn."} {:level 10, :name "Hide in Plain Sight", :description
"Starting at 10th level, you can remain perfectly still for long periods of time to
set up ambushes.\n When you attempt to hide on your turn, you can opt to not move
on that turn. If you avoid moving, creatures that attempt to detect you take a −10
penalty to their Wisdom (Perception) checks until the start of your next turn. You
lose this benefit if you move or fall prone, either voluntarily or because of some
external effect.You are still automatically detected if any effect or action causes
you to no longer be hidden.\n If you are still hidden on your next turn, you can
continue to remain motionless and gain this benefit until you are detected."}
{:name "Vanish", :description "Starting at 14th level, you can use the Hide action
as a bonus action on your turn. Also, you can't be tracked by nonmagical means,
unless you choose to leave a trail.", :level
14} {:name "Feral Senses", :description "At 18th level, you gain preternatural
senses that help you fight creatures you can't see. When you attack a creature you
can't see, your inability to see it doesn't impose disadvantage on your attack
rolls against it.\n You are also aware of the location of any invisible creature
within 30 feet of you, provided that the creature isn't hidden from you and you
aren't blinded or deafened.", :level 18} {:name "Foe Slayer", :description "At 20th
level, you become an unparalleled hunter. Once on each of your turns, you can add
your Wisdom modifier to the attack roll or the damage roll of an attack you make.
You can choose to use this feature before or after the roll, but before any effects
of the roll are applied.", :level 20}]}}, :orcpub.dnd.e5/subclasses {:beast-
conclave {:class :ranger-revised-, :traits [{:name "Coordinated Attack", :level
5, :description "When you use the Attack action, if your companion can see you it
can attack as a reaction. "} {:level 7, :name "Beast's Defense", :description
"While your companion can see you, it has advantage on all saving throws."} {:name
"Storm of Claws and Fangs", :level 11, :description "You companion can use its
action to make melee attacks against all creatures within 5 ft."} {:level 15, :name
"Superior Beast's Defense", :description "As a reaction, your companion can halve
the damage of an attack it can see."} {:name "Animal Companion", :level
3, :description "Spend 8 hours and 50gp to summon an animal to serve as your
companion. You can only have one animal companion at a time. If your companion is
slain, you can spend 8 hours and 25gp to return them to life."} {:name "Companion's
Bond", :level 3, :description "Your companion gains a variety of benefits while it
is linked to you. These benefits are vast and alter the stats of your animal
companion. To determine your companion's stats, see UA - Ranger, Revised
(https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf)."}], :level-
modifiers [], :option-pack "UA - The Ranger, Revised", :name "Beast Conclave", :key
:beast-conclave, :level-selections [{:type :animal-companion, :level 3}]}, :deep-
stalker-conclave {:class :ranger-revised-, :traits [{:level 3, :name "Underdark
Scout", :description "+10 movement bonus and one extra attack when you use the
Attack action during your first turn of combat. Creatures with darkvision gain no
benefit when attempting to detect you in dark or dim conditions, or when you can
hide from a creature."} {:name "Iron Mind", :level 7, :description "You gain
proficiency in Wisdom saving throws."} {:name "Stalker's Flurry", :level
11, :description "When you miss with an attack, you can make another (once per
turn)."} {:level 15, :name "Stalker's Dodge", :description "When a creature attacks
you without advantage, you can use your reaction to impose disadvantage. You can
use this feature before or after the attack is made, but before the result is
determined."}], :level-modifiers [{:type :spell, :value {:level
1, :ability :wis, :key :disguise-self}, :level 3} {:type :spell, :level 5, :value
{:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value
{:level 3, :ability :wis, :key :glyph-of-warding}} {:type :spell, :level 13, :value
{:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level
17, :value {:level 5, :ability :wis, :key :seeming}} {:type :num-attacks, :level 5,
:value 2}], :option-pack "UA - The Ranger, Revised", :name "Deep Stalker Conclave",
:key :deep-stalker-conclave}, :hunter-conclave {:class :ranger-revised-, :traits
[], :level-modifiers [{:type :num-attacks, :level 5, :value 2}], :option-pack "UA -
The Ranger, Revised", :name "Hunter Conclave", :level-selections [{:type :hunters-
prey, :level 3} {:type :defensive-tactics, :level 7} {:type :multiattack, :level
11} {:type :superior-hunters-defense, :level 15}], :key :hunter-conclave}}}, "UA -
Dragonmarks" {:orcpub.dnd.e5/races {:half-elf-mark-of-detection- {:key :half-elf-
mark-of-detection-, :speed 30, :name "Half-Elf (Mark of Detection)", :darkvision
60, :spells [{:value {:level 1, :key :detect-
magic, :ability :orcpub.dnd.e5.character/int}} {:value {:level 1, :key :detect-
poison-and-disease, :ability :orcpub.dnd.e5.character/int}}], :abilities
{:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha
1}, :size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common"
"Elvish"}, :disabled? false, :traits [{:description "You have advantage on saving
throws against being charmed, and magic can't put you to sleep.", :name "Fey
Ancestry"} {:description "When you make an Intelligence (Investigation) or Wisdom
(Insight) check, you can roll one Intuition die, a d4, and add the number rolled to
the ability check.", :name "Deductive Intuition"} {:description "You can cast the
detect magic and detect poison and disease spells, but only as rituals.
Intelligence is your spellcasting ability for these spells.", :name "Sense
Threats"}]}, :half-orc-mark-of-finding- {:key :half-orc-mark-of-finding-, :speed
30, :name "Half-Orc (Mark of Finding)", :darkvision 60, :spells [{:level 3, :value
{:level 2, :key :locate-animals-or-plants}}], :abilities
{:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common"
"Orc"}, :traits [{:description "Your mark sharpens your senses and helps you find
your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can
roll one Intuition die, a d4, and add the number rolled to the ability
check.", :name "Hunter's Intuition"} {:description "As a bonus action, choose one
creature you can see within 30 feet of you. The target is imprinted in your mind
until it dies or you use this trait again. Alternatively, you can imprint a
creature as your quarry whenever you succeed on a Wisdom (Survival) check to track
it. When you are tracking your quarry, double the result of your Intuition die.
When your quarry is within 60 feet of you, you have a general sense of its
location. Your attacks against it ignore half cover. If you can't see the target
when you attack it, your inability to see it doesn't impose disadvantage on the
attack roll. Likewise, your quarry doesn't doesn't gain advantage on attack rolls
against you due to being hidden or invisible. Once you use this trait, you cannot
use it again until you finish a short or long rest.", :name "Imprint Prey"}
{:description "When you reach 3rd level you gain the ability to cast locate animals
or plants, but only as a ritual.", :name "Nature's Voice"}]}, :human-mark-of-
handling- {:key :human-mark-of-handling-, :speed 30, :name "Human (Mark of
Handling)", :spells [{:value {:level 1, :key :animal-friendship}}], :abilities
{:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Dragonmarks", :profs {:language-options
{:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial
true, :common true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "When you
make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one
Intuition die, a d4, and add the number rolled to the ability check.", :name "Wild
Intuition"} {:description "You can use the Help action to aid an ally animal
companion or mount within 30 feet of you, rather than 5 feet of you.", :name
"Expert Handling"} {:description "You can cast animal friendship once with this
trait and regain the ability to do so when you finish a short or long rest. Wisdom
is your spellcasting ability for this spell.", :name "Primal Connection"}
{:description "When you cast a spell that affects only beasts, it also affects
monstrosities with an Intelligence score of 3 or lower.", :name "The Bigger They
Are"}]}, :human-mark-of-making- {:key :human-mark-of-making-, :speed 30, :name
"Human (Mark of Making)", :spells [{:value {:key :mending}}], :abilities
{:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "UA - Dragonmarks", :profs {:language-options
{:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial
true, :common true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "When you
make an ability check with artisan's tools, roll 1d4 and add it to the
result.", :name "Artisan's Intuition"} {:description "You know the cantrip mending.
You gain proficiency with one type of artisan's tools. Enter this manually.", :name
"Maker's Gift"} {:description "You can create a temporary magic item out of common
materials. Choose a cantrip from the wizard spell list. Describe the item connected
to it. As long as you possess the item, you know that cantrip. At the end of a long
rest, you can replace this with a new item and select a new cantrip from the wizard
spell list. Intelligence is your spellcasting ability for these cantrips.", :name
"Magecraft"} {:description "You can spend one minute to weave a temporary
enchantment into a nonmagical suit of armor or weapon. For the next hour the object
becomes a magic item, gaining a +1 bonus to AC if it's armor or a +1 bonus to hit
and damage if it's a weapon. Once you use this trait, you can't use it again until
you finish a long rest.", :name "Spellsmith"}]}, :human-mark-of-passage-
{:key :human-mark-of-passage-, :speed 40, :name "Human (Mark of
Passage)", :abilities {:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack
"UA - Dragonmarks", :profs {:language-options {:options {:draconic true, :deep-
speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages
#{"Common"}, :traits [{:description "Your base walking speed increases to 40
ft.", :name "Courier's Speed"} {:description "When you make a Strength (Athletics)
check or any ability check to operate or maintain a land vehicle, you can roll one
Intuition die, a d4, and add the number rolled to the ability check.", :name
"Intuitive Motion"} {:description "During your turn, you can spend an amount of
movement equal to half your speed to activate this trait. Once you activate Orien's
Grace, you don't provoke opportunity attacks for the rest of the turn.", :name
"Orien's Grace"} {:description "You can use your bonus action to teleport up to
your speed to an unoccupied space that you can see. You can bring one willing
creature of your size or smaller who is carrying gear up to its carrying capacity.
The creature must be within 5 feet of you. Once you use this trait, you can't use
it again until you finish a long rest.", :name "Shared Passage"}]}, :human-mark-of-
sentinel- {:key :human-mark-of-sentinel-, :speed 30, :name "Human (Mark of
Sentinel)", :spells [{:value {:key :blade-ward}} {:value {:level
1, :key :shield}}], :abilities {:orcpub.dnd.e5.character/str
1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Dragonmarks",
:profs {:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal
true, :infernal true, :celestial true, :common true, :undercommon true, :primordial
true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits
[{:description "When you roll for Initiative or make a Wisdom (Perception) check to
notice a threat, you can roll one Intuition die, a d4, and add the number rolled to
the ability check.", :name "Sentinel's Intuition"} {:description "You know the
blade ward cantrip. You can cast the shield spell once with this trait and you
regain ability to do so after you finish a short or long rest.", :name "Sentinel's
Shield"} {:description "As an action, you can designate an ally you can see as your
ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to
spot threats to your ward. In addition, when you are within 5 feet of your ward,
and that creature is the target of an attack that you can see, you can use your
reaction to swap places with your ward. When you do, you become the target of the
attack.", :name "Vigilant Guardian"}]}, :half-elf-mark-of-storm- {:key :half-elf-
mark-of-storm-, :speed 30, :name "Half-Elf (Mark of Storm)", :darkvision
60, :spells [{:value {:key :gust}} {:level 3, :value {:level 2, :key :gust-of-
wind}}], :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha
1}, :size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common"
"Elvish"}, :props {:swimming-speed 30, :damage-resistance {:lightning
true}}, :traits [{:description "You have advantage on saving throws against being
charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description
"Your base walking speed is 30 feet, and you have a swim speed of 30 feet.", :name
"Sea Monkey"} {:description "When you make a Dexterity (Acrobatics) check or any
ability check involving operating or maintaining a water or air vehicle, you can
roll one Intuition die, a d4, and add the number rolled to the ability
check.", :name "Windwright's Intuition"} {:description "You have resistance to
lightning damage.", :name "Storm's Blessing"} {:description "You know the gust
cantrip. When you reach 3rd level, you can cast the gust of wind spell once with
this trait and regain the ability to do so when you finish a long rest.", :name
"Headwinds"}]}}, :orcpub.dnd.e5/subraces {:charisma-detection-variant-
{:race :half-elf-mark-of-detection-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-detection-variant-}, :mark-of-
healing {:race :halfling, :traits [{:description "When you make a Wisdom (Medicine)
check, you can roll one Intuition die, a d4, and add the number rolled to the
ability check.", :name "Medical Intuition"} {:description "As an action, you can
draw power from your dragonmark to spend one of your Hit Dice and revitalize
yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the
creature regains a number of hit points equal to the total. Once you use this
trait, you can't use it again until you finish a short or long rest.", :name
"Healing Touch"} {:description "You know the cantrip spare the dying. Charisma is
your spellcasting ability for this.", :name "Jorasco's Blessing"}], :option-pack
"UA - Dragonmarks", :name "Mark of Healing", :abilities
{:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:key :spare-the-dying, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-healing}, :mark-of-warding
{:race :dwarf, :traits [{:description "When you make an Intelligence (History),
Intelligence (Investigation), or Thieves' Tools check involving lock and trap
mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the
ability check.", :name "Master of Locks"} {:description "You can use your mark to
cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock
once with this trait and you regain the ability to do so when you finish a long
rest. Intelligence is your spellcasting ability for these spells.", :name "Wards
and Seals"}], :option-pack "UA - Dragonmarks", :name "Mark of Warding", :abilities
{:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :spells [{:value
{:level 1, :key :alarm, :ability :orcpub.dnd.e5.character/int}} {:level 3, :value
{:level 2, :key :arcane-lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-
of-warding}, :charisma-handling-variant- {:race :human-mark-of-handling-, :traits
[], :option-pack "UA - Dragonmarks", :name "Charisma (Handling
Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-handling-
variant-}, :mark-of-scribing {:key :mark-of-scribing, :race :gnome, :name "Mark of
Scribing", :spells [{:value {:level 1, :key :comprehend-
languages, :ability :orcpub.dnd.e5.character/int}} {:value {:key :message, :ability
:orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/cha
1}, :option-pack "UA - Dragonmarks", :profs {:tool {:calligraphers-supplies
true, :forgery-kit true}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}}, :traits [{:description "You are proficient with calligrapher's supplies
and forgery kits. When you make an ability check using either one of these tools,
you can roll one Intuition die, a d4, and add the number rolled to the ability
check.", :name "Gifted Scribe"} {:description "You can cast comprehend languages
once with this trait, and you regain the ability to do so when you finish a long
rest. Intelligence is your spellcasting ability for it.", :name "Scribe's Insight"}
{:description "You know the message cantrip. Intelligence is your spellcasting
ability for it.", :name "Whispering Wind"} {:description "You can speak, read, and
write one extra language of your choice. Enter this manually.", :name "Extra
Language"}]}, :dexterity-handling-variant- {:race :human-mark-of-handling-, :traits
[], :option-pack "UA - Dragonmarks", :name "Dexterity (Handling
Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-handling-
variant-}, :wisdom-passage-variant- {:race :human-mark-of-passage-, :traits
[], :option-pack "UA - Dragonmarks", :name "Wisdom (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-passage-variant-}, :charisma-
finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-finding-variant-}, :mark-of-
hospitality {:race :halfling, :traits [{:description "You know the cantrips friends
and prestidigitation. Charisma is your spellcasting ability for them.", :name
"Innkeeper's Charms"} {:description "When you make a Charisma (Persuasion) check or
an ability check involving brewer's supplies or cook's utensils, you can roll one
Intuition die (a d4) and add the number rolled to the ability check.", :name "Ever
Hospitable"}], :option-pack "UA - Dragonmarks", :name "Mark of
Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value
{:key :friends, :ability :orcpub.dnd.e5.character/cha}} {:value
{:key :prestidigitation, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-
hospitality}, :dexterity-making-variant- {:race :human-mark-of-making-, :traits [],
:option-pack "UA - Dragonmarks", :name "Dexterity (Making Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-making-variant-}, :intelligence-
passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-passage-
variant-}, :constitution-detection-variant- {:race :half-elf-mark-of-
detection-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution
(Detection Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-detection-variant-}, :constitution-handling-variant-
{:race :human-mark-of-handling-, :traits [], :option-pack "UA - Dragonmarks", :name
"Constitution (Handling Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-handling-variant-}, :dexterity-detection-variant-
{:race :half-elf-mark-of-detection-, :traits [], :option-pack "UA -
Dragonmarks", :name "Dexterity (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-detection-variant-}, :wisdom-
sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-sentinel-variant-}, :wisdom-
handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-handling-variant-}, :strength-storm-
variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Strength (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-storm-
variant-}, :strength-detection-variant- {:race :half-elf-mark-of-
detection-, :traits [], :option-pack "UA - Dragonmarks", :name "Strength (Detection
Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision
60, :key :strength-detection-variant-}, :dexterity-sentinel-variant- {:race :human-
mark-of-sentinel-, :traits [], :option-pack "UA - Dragonmarks", :name "Dexterity
(Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-
sentinel-variant-}, :constitution-finding-variant- {:race :half-orc-mark-of-
finding-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Finding
Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-finding-
variant-}, :wisdom-detection-variant- {:race :half-elf-mark-of-detection-, :traits
[], :option-pack "UA - Dragonmarks", :name "Wisdom (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-detection-variant-}, :intelligence-
making-variant- {:race :human-mark-of-making-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Making Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-making-variant-}, :wisdom-
storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-storm-variant-}, :intelligence-
detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack
"UA - Dragonmarks", :name "Intelligence (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-detection-
variant-}, :dexterity-passage-variant- {:race :human-mark-of-passage-, :traits
[], :option-pack "UA - Dragonmarks", :name "Dexterity (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-passage-
variant-}, :strength-passage-variant- {:race :human-mark-of-passage-, :traits
[], :option-pack "UA - Dragonmarks", :name "Strength (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :strength-passage-variant-}, :charisma-
sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-sentinel-variant-}, :dexterity-
storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Dexterity (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-storm-variant-}, :charisma-storm-
variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-storm-variant-}, :wisdom-finding-
variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-finding-variant-}, :intelligence-
handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-handling-
variant-}, :intelligence-sentinel-variant- {:race :human-mark-of-sentinel-, :traits
[], :option-pack "UA - Dragonmarks", :name "Intelligence (Sentinel
Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-
sentinel-variant-}, :constitution-sentinel-variant- {:race :human-mark-of-
sentinel-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution
(Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-sentinel-variant-}, :intelligence-finding-variant-
{:race :half-orc-mark-of-finding-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-finding-
variant-}, :intelligence-storm-variant- {:race :half-elf-mark-of-storm-, :traits
[], :option-pack "UA - Dragonmarks", :name "Intelligence (Storm
Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-storm-
variant-}, :strength-finding-variant- {:race :half-orc-mark-of-finding-, :traits
[], :option-pack "UA - Dragonmarks", :name "Strength (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-finding-variant-},
:mark-of-shadow {:race :elf, :traits [{:description "You gain proficiency with one
musical instrument or the Performance skill. Enter this manually.", :name "Natural
Talent"} {:description "When you make a Charisma (Performance) or Dexterity
(Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to
the ability check.", :name "Gift of the Shadows"} {:description "You know the minor
illusion cantrip. Charisma is your spellcasting ability for this trait.", :name
"Shape Shadows"} {:description "You can use the Hide action as a bonus action, even
if you have no cover or if you're under observation. Regardless of whether you
succeed or fail, once you use this ability, you can't use it again until you finish
a short or long rest.", :name "Slip Into Shadow"}], :option-pack "UA -
Dragonmarks", :name "Mark of Shadow", :abilities {:orcpub.dnd.e5.character/cha
1}, :spells [{:value {:key :minor-illusion, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-shadow}, :strength-handling-variant-
{:race :human-mark-of-handling-, :traits [], :option-pack "UA - Dragonmarks", :name
"Strength (Handling Variant)", :abilities {:orcpub.dnd.e5.character/str
1}, :key :strength-handling-variant-}, :charisma-passage-variant- {:race :human-
mark-of-passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Charisma
(Passage Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-
passage-variant-}, :constitution-passage-variant- {:race :human-mark-of-
passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-passage-
variant-}, :dexterity-finding-variant- {:race :half-orc-mark-of-finding-, :traits
[], :option-pack "UA - Dragonmarks", :name "Dexterity (Finding
Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-finding-
variant-}, :strength-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [],
:option-pack "UA - Dragonmarks", :name "Strength (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :strength-sentinel-variant-}, :constitution-
storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Constitution (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/con 1}, :key :constitution-storm-
variant-}}, :orcpub.dnd.e5/feats {:greater-dragonmark-passage {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Passage", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Dexterity or Constitution ability score by 1, to a maximum of 20.\n•
You learn the blink and teleportation circle spells, each of which you can cast
once without expending a spell slot or using a material component. Constitution is
your spellcasting ability for these spells. You must complete a long rest in order
to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-passage}, :greater-dragonmark-shadow {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Shadow", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
false, :gnome false, :human-mark-of-sentinel- false, :elf true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the
nondetection and mislead spells, each of which you can cast once without expending
a spell slot or using a material component. Charisma is your spellcasting ability
for these spells. You must complete a long rest in order to regain the use of these
spells.", :props {:ritual-casting false}, :key :greater-dragonmark-
shadow}, :greater-dragonmark-detection
{:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Detection", :path-prereqs {:race {:half-elf-mark-of-detection-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Charisma or Intelligence ability score by 1, to a maximum of 20.\n•
You learn the see invisibility and true seeing spells, each of which you can cast
once without expending a spell slot or using a material component. Intelligence is
your spellcasting ability for these spells. You must complete a long rest in order
to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-detection}, :greater-dragonmark-healing {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Healing", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :halfling true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the mass
healing word and greater restoration spells, each of which you can cast once
without expending a spell slot or using a material component. Wisdom is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-healing}, :greater-dragonmark-storm {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Storm", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-
making- false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm-
true, :gnome false, :human-mark-of-passage- false, :human-mark-of-handling-
false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark
has grown in size and power. This enhances your existing dragonmark, and the
benefits are based on the mark that you already possess. A greater dragonmark
provides the following benefits:\n• The die type of your dragonmarked Intuition Die
increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a
maximum of 20.\n• You learn the control water and control wind spells, each of
which you can cast once without expending a spell slot or using a material
component. Charisma is your spellcasting ability for these spells. You must
complete a long rest in order to regain the use of these spells.", :props {:ritual-
casting false}, :key :greater-dragonmark-storm}, :greater-dragonmark-warding
{:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Warding", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :elf false, :human-mark-of-making- false, :human-mark-of-sentinel-
false, :half-elf-mark-of-storm- false, :gnome false, :dwarf true, :human-mark-of-
passage- false, :human-mark-of-handling- false, :halfling false}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Dexterity or Intelligence ability score by 1, to a maximum of 20.\n• You learn the
knock, glyph of warding, and leomund's secret chest spells, each of which you can
cast once without expending a spell slot or using a material component. To cast
Leomund's secret chest using this feat and the Mark of Warding, you must have a
Siberys dragonshard with a value of at least 100 gp. While you have this
dragonshard in hand, it serves as the spell's focus, and you can use it to summon
and dismiss the chest. Intelligence is your spellcasting ability for these spells.
You must complete a long rest in order to regain the use of these spells.", :props
{:ritual-casting false}, :key :greater-dragonmark-warding}, :greater-dragonmark-
handling {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Handling", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You
learn the beast sense and dominate beast spells, each of which you can cast once
without expending a spell slot or using a material component. Wisdom is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-handling}, :greater-dragonmark-finding {:ability-increases
#{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-
pack "UA - Dragonmarks", :name "Greater Dragonmark: Finding", :path-prereqs {:race
{:half-elf-mark-of-detection- false, :half-orc-mark-of-finding-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Dexterity, Strength or Wisdom ability score by 1, to a maximum of
20.\n• You learn the locate creature and find the path spells, each of which you
can cast once without expending a spell slot or using a material component. Wisdom
is your spellcasting ability for these spells. You must complete a long rest in
order to regain the use of these spells.", :props {:ritual-casting
false}, :key :greater-dragonmark-finding}, :greater-dragonmark-sentinel {:ability-
increases #{:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Sentinel", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
false, :gnome false, :human-mark-of-sentinel- true}}, :description "Prerequisite:
8th level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Strength or Wisdom
ability score by 1, to a maximum of 20.\n• You learn the compelled duel and warding
bond spells, each of which you can cast once without expending a spell slot or
using a material component. Wisdom is your spellcasting ability for these spells.
You must complete a short or long rest in order to regain the use of these
spells.", :props {:ritual-casting false}, :key :greater-dragonmark-
sentinel}, :aberrant-dragonmark {:ability-increases
#{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant
Dragonmark", :option-pack "UA - Dragonmarks", :description "Prerequisite: No
existing Dragonmark.\nYou have manifested an aberrant dragonmark. Determine its
appearance and the flaw associated with it. You gain the following benefits:\n•
Increase your Constitution score by 1, to a maximum of 20.\n• You learn a cantrip
from the sorcerer spell list. In addition, choose a 1st-level spell from the
sorcerer spell list. You learn that spell and can cast it at its lowest level. Once
you cast it you must finish a long rest before you can cast it again. Constitution
is your spellcasting ability for these spells.\n• You can increase the power of
your aberrant spells at the risk of your own vitality. When you cast a spell with
your aberrant mark, you can use one of your Hit Dice to increase the spell's level
by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal
to the number rolled.", :key :aberrant-dragonmark}, :greater-dragonmark-hospitality
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Hospitality", :path-prereqs {:race {:half-elf-mark-of-
detection- false, :human-mark-of-handling- false, :halfling true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the
sanctuary and mordenkainen's magnificent mansion spells, each of which you can cast
once without expending a spell slot or using a material component. Charisma is your
spellcasting ability for these
spells. You must complete a long rest in order to regain the use of these
spells.", :props {:ritual-casting false}, :key :greater-dragonmark-
hospitality}, :greater-dragonmark-making {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Making", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- true}}, :description "Prerequisite: 8th
level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or
Intelligence ability score by 1, to a maximum of 20.\n• You learn the fabricate and
creation spells, each of which you can cast once without expending a spell slot or
using a material component. Intelligence is your spellcasting ability for these
spells. You must complete a long rest in order to regain the use of these spells.",
:props {:ritual-casting false}, :key :greater-dragonmark-making}, :greater-
dragonmark-scribing {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Scribing", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
false, :gnome true}}, :description "Prerequisite: 8th level\nYour dragonmark has
grown in size and power. This enhances your existing dragonmark, and the benefits
are based on the mark that you already possess. A greater dragonmark provides the
following benefits:\n• The die type of your dragonmarked Intuition Die increases by
one. \n• Increase your Intelligence or Charisma ability score by 1, to a maximum of
20.\n• You learn the sending and tongues spells, each of which you can cast once
without expending a spell slot or using a material component. Intelligence is your
spellcasting ability for these spells. You must complete a short or long rest in
order to regain the use of these spells.", :props {:ritual-casting
false}, :key :greater-dragonmark-scribing}}, :disabled? false}, "UA - Races of
Eberron" {:orcpub.dnd.e5/races {:kalashtar {:key :kalashtar, :speed 30, :name
"Kalashtar", :abilities {:orcpub.dnd.e5.character/wis 1,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "UA - Races of
Eberron", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages
#{"Common" "Quori"}, :props {:damage-resistance {:psychic true}}, :traits
[{:description "When you make a Wisdom saving throw, you can use your reaction to
gain advantage on the roll. You can use this trait immediately before or after you
roll, but before any of the roll's effects occur.", :name "Dual Mind"}
{:description "You have resistance to psychic damage.", :name "Mental Discipline"}
{:description "You can speak telepathically to any creature you can see within 60
feet of you. You don't need to share a language with the creature for it to
understand your telepathic messages, but the creature must be able to understand at
least one language or be telepathic itself.\n\nAs a bonus action when you're
speaking telepathically to a creature, you can give that creature the ability to
speak telepathically to you until the start of your next turn. To use this ability,
the creature must be within 60 feet of you and able to see you.", :name "Mind
Link"} {:description "Choose one of the following skills: Insight, Intimidation,
Performance, or Persuasion. You have advantage on all ability checks you make with
that skill.", :name "Psychic Glamour"} {:description "Kalashtar sleep, but they
don't connect to the plane of dreams as other creatures do. Instead, their minds
draw from the memories of their otherworldly spirit while they sleep. As such, you
are immune to spells and other magical effects that require you to dream, like the
dream spell, but not to spells and effects that put you to sleep, like the sleep
spell.", :name "Severed from Dreams"}]}, :changeling {:key :changeling, :speed 30,
:name "Changeling", :abilities {:orcpub.dnd.e5.character/cha
2}, :size :medium, :option-pack "UA - Races of Eberron", :profs {:skill-options
{:choose 2, :options {:deception true, :insight true, :intimidation
true, :persuasion true}}, :language-options {:choose 2, :options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan
true, :elvish true, :abyssal true, :infernal true, :celestial true, :common
true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin
true}}}, :languages #{"Common"}, :traits [{:description "As an action, you can
transform your appearance or revert to your natural form. You can't duplicate the
appearance of a creature you've never seen, and you revert to your natural form if
you die.\n\nYou decide what you look like, including your height, weight, facial
features, the sound of your voice, coloration, hair length,sex, and any other
distinguishing characteristics. You can make yourself appear as a member of another
race, though none of your game statistics change. You also can't appear as a
creature of a different size than you, and your basic shape stays the same; if
you're bipedal, you can't use this trait to become quadrupedal, for instance. Your
clothing and other equipment don't change in appearance, size, or shape to match
your new form, requiring you to keep a few extra outfits on hand to make the most
compelling disguise possible.\n\nEven to the most astute observers, your ruse is
usually indiscernible. If you rouse suspicion, or if a wary creature suspects
something is amiss, you have advantage on any Charisma(Deception) check you make to
avoid detection.", :name "Change Appearance"} {:description "When a creature you
can see makes an attack roll against you, you can use your reaction to impose
disadvantage on the roll. You must use this feature before knowing whether the
attack hits or misses. Using this trait reveals your shapeshifting nature to any
creature within 30 feet that can see you. Once you use this trait, you can't use it
again until you finish a short or long rest.", :name "Unsettling Visage"}
{:description "You gain proficiency with one tool of your choice (enter this
manually). Define a persona associated with that proficiency: establish the name,
race, gender, age, and other details. While you are in the form of this persona,
the related proficiency bonus is doubled for any ability check you make that uses
that proficiency.", :name "Divergent Persona"}]}, :shifter {:key :shifter, :speed
30, :name "Shifter", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "UA - Races of Eberron", :languages
#{"Common"}, :props {:skill-prof {:perception true}}, :traits [{:description "You
have superior vision in dark and dim conditions. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.", :name "Darkvision"}
{:description "You have proficiency with the Perception skill.", :name "Keen
Senses"} {:description "As a bonus action, you can assume a more bestial
appearance. This transformation lasts for 1 minute, until you die, or until you
revert to your normal appearance as a bonus action. When you shift, you gain
temporary hit points equal to your level + your Constitution modifier (minimum of 1
temporary hit point). You also gain additional benefits that depend on your shifter
subrace, described below. Once you shift, you can't do so again until you finish a
short or long rest.", :name "Shifting"}]}, :warforged {:key :warforged, :speed
30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con
1}, :size :medium, :option-pack "UA - Races of Eberron", :languages
#{"Common"}, :props {:damage-resistance {:poison true}}, :traits [{:description
"You were created to have remarkable fortitude, represented by the following
benefits:\n• You have advantage on saving throws against being poisoned, and you
have resistance to poison damage.\n• You are immune to disease.\n• You don't need
to eat, drink, or breathe.\n• You don't need to sleep and don't suffer the effects
of exhaustion due to lack of rest, and magic can't put you to sleep.", :name
"Warforged Resilience"} {:description "When you take a long rest, you must spend at
least six hours of it in an inactive, motionless state, rather than sleeping. In
this state, you appear inert, but it doesn't render you unconscious, and you can
see and hear as normal.", :name "Sentry's Rest"} {:description "Your body has
built-in protective layers, which determine your Armor Class. You gain no benefit
from wearing armor, but if you are using a shield, you apply its bonus as normal.
You can alter your body to enter different defensive modes; each time you finish a
long rest, choose one mode to adopt from the Integrated Protection table, provided
you meet the mode's prerequisite. ---- \n\nDarkwood core (unarmored) -
Prerequisite: None - AC = 11 + your Dexterity modifier (add proficiency bonus if
proficient with light armor) ---- \nComposite plating (armor) - Prerequisite:
Medium armor proficiency - AC = 13 + your Dexterity modifier (maximum of 2) + your
proficiency bonus ---- \nHeavy plating (armor) - Prerequisite: Heavy armor
proficiency - AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth)
checks",
:name "Integrated Protection"}]}}, :orcpub.dnd.e5/languages {:quori {:option-pack
"UA - Races of Eberron", :name "Quori", :description "You can speak, read, and
write Quori.", :key :quori}}, :orcpub.dnd.e5/subraces {:strength-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Strength (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/str
1}, :key :strength-kalashtar-variant-}, :juggernaut {:race :warforged, :traits
[{:description "When you hit with an unarmed strike, you can deal 1d4 + your
Strength modifier bludgeoning damage, instead of the normal damage for an unarmed
strike.", :name "Iron Fists"} {:description "You count as one size larger when
determining your carrying capacity and the weight you can push, drag, or
lift.", :name "Powerful Build"}], :name "Juggernaut", :option-pack "UA - Races of
Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :key :juggernaut, :props
{:saving-throw-advantage {:poisoned true}}}, :envoy-str-wis-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (STR-WIS)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-str-wis-, :abilities
{:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}}, :envoy-cha-int-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (CHA-INT)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-int-, :abilities
{:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1}}, :envoy-con-str-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (CON-STR)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-str-, :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}}, :longtooth
{:race :shifter, :traits [{:description "You have proficiency with the Intimidation
skill.", :name "Fierce"} {:description "While shifted, you can use your elongated
fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you
can deal piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.", :name "Shifting
Feature"}], :name "Longtooth", :option-pack "UA - Races of Eberron", :abilities
{:orcpub.dnd.e5.character/str 2}, :props {:skill-prof {:intimidation
true}}, :key :longtooth}, :wildhunt {:race :shifter, :traits [{:description "You
have proficiency with the Survival skill.", :name "Natural Tracker"} {:description
"As a bonus action, you can mark one creature you can see within 10 feet of you.
Until the end of your next long rest, your proficiency bonus is doubled for any
ability check you make to find the marked creature, and you always know the
location of that creature if it is within 60 feet of you. You can't use this trait
again until you finish a short or long rest.", :name "Mark the Scent"}
{:description "While shifted, you have advantage on Wisdom checks.", :name
"Shifting Feature"}], :name "Wildhunt", :option-pack "UA - Races of
Eberron", :abilities {:orcpub.dnd.e5.character/wis 2}, :props {:skill-prof
{:survival true}}, :key :wildhunt}, :envoy-con-dex- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CON-DEX)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-con-dex-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/dex 1}}, :envoy-dex-int- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (DEX-INT)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-dex-int-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/int 1}},
:envoy-dex-wis- {:race :warforged, :traits [{:description "You gain one skill
proficiency of your choice, one tool proficiency of your choice, and fluency in one
language of your choice (enter the language and tool proficiencies
manually).", :name "Specialized Design"} {:description "Choose one tool you're
proficient with. This tool is integrated into your body, and you double your
proficiency bonus for any ability checks you make with it. You must have your hands
free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-
WIS)", :option-pack "UA - Races of Eberron", :profs {:skill-options {:options
{:religion true, :persuasion true, :investigation true, :acrobatics
true, :performance true, :perception true, :sleight-of-hand true, :survival
true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-dex-wis-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/wis 1}}, :swiftstride {:race :shifter, :traits
[{:description "You have proficiency with the Acrobatics skill.", :name "Graceful"}
{:description "Your walking speed increases by 5 feet.", :name "Swift Stride"}
{:description "While shifted, your walking speed increases by 5 feet. Additionally,
you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet
of you. This movement doesn't provoke opportunity attacks.", :name "Shifting
Feature"}], :name "Swiftstride", :option-pack "UA - Races of Eberron", :abilities
{:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :props {:skill-
prof {:acrobatics true}}, :speed 35, :key :swiftstride}, :wisdom-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name "Wisdom
(Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-
kalashtar-variant-}, :envoy-int-str- {:race :warforged, :traits [{:description "You
gain one skill proficiency of your choice, one tool proficiency of your choice, and
fluency in one language of your choice (enter the language and tool proficiencies
manually).", :name "Specialized Design"} {:description "Choose one tool you're
proficient with. This tool is integrated into your body, and you double your
proficiency bonus for any ability checks you make with it. You must have your hands
free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (INT-
STR)", :option-pack "UA - Races of Eberron", :profs {:skill-options {:options
{:religion true, :persuasion true, :investigation true, :acrobatics
true, :performance true, :perception true, :sleight-of-hand true, :survival
true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-int-str-, :abilities {:orcpub.dnd.e5.character/int
1, :orcpub.dnd.e5.character/str 1}}, :envoy-dex-str- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (DEX-STR)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-dex-str-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/str 1}}, :envoy-cha-con- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CHA-CON)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-cha-con-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/cha 1}}, :beasthide {:race :shifter, :traits
[{:description "Whenever you shift, you gain 1d6 additional temporary hit points,
and while shifted, you have a +1 bonus to your AC.", :name "Shifting Feature"}
{:description "You have proficiency with the Athletics skill.", :name
"Tough"}], :option-pack "UA - Races of Eberron", :name "Beasthide", :abilities
{:orcpub.dnd.e5.character/con 2}, :props {:skill-prof {:athletics
true}}, :key :beasthide}, :constitution-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Constitution (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-kalashtar-variant-}, :charisma-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Charisma (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/cha
1}, :key :charisma-kalashtar-variant-}, :skirmisher {:race :warforged, :traits
[{:description "Your walking speed increases by 5 feet.", :name "Swift"}
{:description "When you are traveling alone for an extended period of time (one
hour or more), you can move stealthily at a normal pace. (See chapter 8 of the
Player's Handbook for information about travel pace.)", :name "Light Step"}], :name
"Skirmisher", :option-pack "UA - Races of Eberron", :abilities
{:orcpub.dnd.e5.character/dex 2}, :speed 35, :key :skirmisher, :props {:saving-
throw-advantage {:poisoned true}}}, :envoy-cha-dex- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CHA-DEX)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-cha-dex-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/cha 1}}, :envoy-cha-str- {:race :warforged, :traits
[{:description
"You gain one skill proficiency of your choice, one tool proficiency of your
choice, and fluency in one language of your choice (enter the language and tool
proficiencies manually).", :name "Specialized Design"} {:description "Choose one
tool you're proficient with. This tool is integrated into your body, and you double
your proficiency bonus for any ability checks you make with it. You must have your
hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy
(CHA-STR)", :option-pack "UA - Races of Eberron", :profs {:skill-options {:options
{:religion true, :persuasion true, :investigation true, :acrobatics
true, :performance true, :perception true, :sleight-of-hand true, :survival
true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-cha-str-, :abilities {:orcpub.dnd.e5.character/str
1, :orcpub.dnd.e5.character/cha 1}}, :dexterity-changeling-variant-
{:race :changeling, :traits [], :option-pack "UA - Races of Eberron", :name
"Dexterity (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key
:dexterity-changeling-variant-}, :envoy-con-int- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CON-INT)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-con-int-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/int 1}}, :envoy-con-wis- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CON-WIS)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-con-wis-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/wis 1}}, :envoy-cha-wis- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CHA-WIS)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-cha-wis-, :abilities {:orcpub.dnd.e5.character/cha
1, :orcpub.dnd.e5.character/wis 1}}, :envoy-int-wis- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (INT-WIS)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-int-wis-, :abilities {:orcpub.dnd.e5.character/int
1, :orcpub.dnd.e5.character/wis 1}}, :dexterity-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Dexterity (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/dex
1}, :key :dexterity-kalashtar-variant-}, :intelligence-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Intelligence (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/int
1}, :key :intelligence-kalashtar-variant-}, :intelligence-changeling-variant-
{:race :changeling, :traits [], :option-pack "UA - Races of Eberron", :name
"Intelligence (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/int
1}, :key :intelligence-changeling-variant-}}, :disabled? false}, "UA - Subclasses,
Part 3" {:orcpub.dnd.e5/subclasses {:armorer {:class :artificer, :traits [{:name
"Tools of the Trade", :level 3, :description "You gain proficiency with heavy
armor. You also gain proficiency with smith's tools. If you already have this tool
proficiency, you gain proficiency with one other type of artisan's tools of your
choice."} {:description "Your metallurgical pursuits have led to you making armor a
conduit for your artificer magic. As an action, you can turn a suit of heavy armor
you are wearing into power armor, provided you have smith's tools in hand.\n You
gain the following benefits while wearing the power armor:\n • If the armor
normally has a Strength requirement, the power armor lacks this requirement for
you.\n • You can use the power armor as a spellcasting focus for your artificer
spells.\n • The power armor attaches to you and can't be removed against your
will. It also expands to cover your entire body, and it replaces any missing limbs,
functioning identically to a body part it is replacing.\n The armor continues to
be power armor until you doff it, you don another suit of armor, or you
die.", :level 3, :name "Power Armor"} {:name "Armor Model", :level 3, :description
"You can customize your power armor. When you do so, choose one of the following
armor models: guardian or infiltrator. The model you choose gives you special
benefits while you wear it.\n Each model includes a special weapon. When you
attack with
that weapon, you can use your Intelligence modifier, instead of Strength or
Dexterity, for the attack and damage rolls.\n You can change your power armor's
model whenever you finish a short or long rest, provided you have smith's tools in
hand."} {:description "You learn how to use your artificer infusions to specially
modify the armor enhanced by your Power Armor feature. That armor now counts as
separate items for the purposes of your Infuse Items feature: armor (the chest
piece), boots, bracers, and a weapon. Each of those items can bear one of your
infusions. In addition, the maximum number of items you can infuse at once
increases by 2, but those extra items must be part of your power armor.", :name
"Armor Modifications", :level 9} {:name "Perfected Armor", :level 15, :description
"Your power armor gains additional benefits based on its model, as shown below.\n
Guardian. Tinkering with your armor's energy system leads you to discover a
powerful pulling force. When a creature you can see ends its turn within 30 feet of
you, you can use your reaction to force the creature to succeed on a Strength
saving throw against your spell save DC or be pulled up to 30 feet toward you to an
unoccupied space. If you pull the target to space within 5 feet of you, you can
make a melee weapon attack against it as part of this reaction.\n You can use
this reaction a number of times equal to your Intelligence modifier (minimum of
once). You regain all expended uses of it when you finish a long rest.\n
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher
glimmers with light until the start of your next turn. The glimmering creature
sheds dim light in a 5 foot radius, and the next attack roll against it by a
creature other than you has advantage. If that attack hits, it deals an extra 1d6
lightning damage."}], :level-modifiers [{:type :armor-prof, :level
3, :value :heavy} {:type :tool-prof, :value :smiths-tools, :level 3} {:type :spell,
:level 3, :value {:level 1, :ability :orcpub.dnd.e5.character/int, :key :magic-
missile}} {:type :spell, :level 3, :value {:ability
:orcpub.dnd.e5.character/int, :level 1, :key :shield}} {:type :spell, :level
5, :value {:ability :orcpub.dnd.e5.character/int, :level 2, :key :mirror-image}}
{:type :spell, :level 5, :value {:ability :orcpub.dnd.e5.character/int, :level
2, :key :shatter}} {:type :spell, :level 9, :value
{:ability :orcpub.dnd.e5.character/int, :level 3, :key :hypnotic-pattern}}
{:type :spell, :level 9, :value {:ability :orcpub.dnd.e5.character/int, :level
3, :key :lightning-bolt}} {:type :spell, :level 13, :value
{:ability :orcpub.dnd.e5.character/int, :level 4, :key :fire-shield}}
{:type :spell, :level 13, :value {:ability :orcpub.dnd.e5.character/int, :level
4, :key :greater-invisibility}} {:type :spell, :level 17, :value
{:ability :orcpub.dnd.e5.character/int, :level 5, :key :passwall}}
{:type :spell, :level 17, :value {:ability :orcpub.dnd.e5.character/int, :level
5, :key :wall-of-force}} {:type :num-attacks, :level 5, :value 2}], :name
"Armorer", :option-pack "UA - Subclasses, Part 3", :level-selections
[{:type :armor-model, :level 3}], :key :armorer}, :circle-of-the-stars
{:class :druid, :traits [{:level 2, :name "Star Map", :description "You've created
a star map as part of your study of the heavens. The map is a Tiny object and can
serve as a spellcasting focus for your druid spells. You decide what form the
object takes, or you can determine what it is by rolling on the Star Map table at
https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses03_0224.pdf.\n If
you lose your map, you can perform a 1-hour ceremony to magically create a
replacement. This ceremony can be performed during a short or long rest, and it
destroys the previous map.\n You can cast the augury and guiding bolt spells
without expending a spell slot and without preparing the spell, provided you use
the star map as the spellcasting focus. You can cast a spell from the map in this
way a number of times equal to your Wisdom modifier (minimum of once), and you
regain all expended uses when you finish a long rest."} {:level 2, :name "Starry
Form", :description "You gain the ability to harness constellations' power to alter
your form. As an action, you can expend a use of your Wild Shape feature to take on
a starry form rather than transforming into a beast.\n While in your starry form,
you retain your game statistics, but your body takes on a luminous, starlike
quality; your joints glimmer like stars, and glowing lines connect them as on a
star chart. This form sheds bright light in a 10-foot radius and dim light for an
additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.\n
Whenever you assume your starry form, choose which of the following constellations
glimmers on your body; your choice gives you certain benefits while in the form:\n
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast
a spell using a spell slot that restores hit points to a creature, you or another
creature within 30 feet of you can regain hit points equal to 1d8 + half your level
in this class.\n Archer. A constellation of an archer appears on you. You gain a
bonus action that you can use to make a ranged spell attack, hurling a luminous
arrow that targets a creature you can see within 60 feet of you. On a hit, the
attack deals radiant damage equal to 1d8 + your Wisdom modifier.\n Dragon. A
constellation of a wise, ancient dragon appears on you. When you make an
Intelligence or a Wisdom check or a Constitution saving throw to maintain
concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10."}
{:level 6, :description "You learn to use your star map to divine the will of the
cosmos. Whenever you finish a long rest, you can consult your star map for omens.
When you do so, roll a d6. You gain one of the following possible omens based on
whether you rolled an even number or an odd number on the d6:\n Weal (even).
Whenever a creature you can see within 30 feet of you makes an attack roll, a
saving throw, or an ability check, you can use your reaction to roll a d6 and add
the number rolled to the total.\n Woe (odd). Whenever a creature you can see
within 30 feet of you makes an attack roll, a saving throw, or an ability check,
you can use your reaction to roll a d6 and subtract the number rolled from the
total.\n You can use this reaction a number of times equal to your Wisdom
modifier, and you regain all expended uses when you finish a long rest.", :name
"Cosmic Omen"} {:level 10, :description "While your Starry Form feature is active,
you become partially incorporeal, giving you resistance to bludgeoning, piercing,
and slashing damage.", :name "Full of Stars"} {:level 14, :description "Your
connection to the cosmos allows you to conjure brilliant starlight. As an action,
you conjure a burst of light in a 30-foot-radiussphere centered on a point you can
see within 120 feet of you. You can immediately teleport each willing creature in
the sphere to an unoccupied space within 30 feet of it. Each creature remaining in
the sphere must succeed on a Constitution saving throw against your spell save DC
or take 4d10 radiant damage and be blinded until the end of your next turn.\n
Once you have used this action, you can't use it again until you finish a long rest
or until you expend a spell slot of 5th level or higher to use it again.", :name
"Star Flare"}], :level-modifiers [{:type :spell, :value {:level
2, :key :augury, :ability :orcpub.dnd.e5.character/wis}, :level 2}
{:type :spell, :value {:level 1, :key :guiding-
bolt, :ability :orcpub.dnd.e5.character/wis}, :level 2}], :option-pack "UA -
Subclasses, Part 3", :name "Circle of the Stars", :key :circle-of-the-stars}, :fey-
wanderer {:class :ranger, :traits [{:name "Feywild Gifts", :description "d6 - Gift\
n1 - Illusory butterflies flutter around you while you take a short or long rest.\
n2 - Fresh, seasonal flowers sprout from your hair each dawn.\n3 - You faintly
smell of cinnamon, lavender, nutmeg, or another comforting herbor spice.\n4 - Your
shadow dances while no one is looking directly at it.\n5 - Delicate horns or
antlers sprout from your head.\n6 - Your skin and hair change color to match the
season at each dawn."} {:level 3, :name "Cunning Will", :description "Your
experience with the fey has guarded your mind and sharpened your tongue. You have
advantage on saving throws against being charmed or frightened.\n In addition,
you gain proficiency in one of the following skills of your choice: Deception,
Performance, or Persuasion."} {:name "Dreadful Strikes", :level 3, :description
"You augment your attacks with mind-scarring magic, drawn from the gloomy hollows
of the unseelie fey. You gain a bonus action that you can use to imbue the weapon,
or weapons, you're currently holding with magic. Until the end of the turn, the
weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature
can take this extra damage only once per turn.\n When you engage in two-weapon
fighting, you can imbue your weapons as part of the same bonus action you use to
make the attack."} {:level 7, :name "Blessing of the Courts", :description "You
have learned eerie techniques from both the Gloaming Court and the Summer Court of
the Feywild. Once during each of your turns, when you hit a creature with a weapon
attack, you can expend a spell slot to deal extra psychic damage. The extra damage
is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw
against your spell save DC or be frightened of you until the end of your next
turn.\n In addition, whenever you make a Charisma check, you gain a bonus to the
check equal to your Wisdom modifier."} {:level 11, :name "Beguiling
Twist", :description "You learn how to manipulate mind-altering magic,
channeling it from your allies toward others. Whenever 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 a different creature you can see
within 120 feet of you to succeed on a Wisdom saving throw against your spell save
DC or suffer your choice of one of the following effects:\n • The creature is
charmed or frightened by you (your choice) for 1 minute. The creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
successful save.\n • The creature takes 3d10 psychic damage."} {:level
15, :description "You can magically remove yourself from one creature's perception:
you gain a bonus action that you can use to force a creature you can see within 30
feet of you to make a Wisdom saving throw against your spell save DC. On a failed
save, the target can't see or hear you for 24 hours. The target can repeat the
saving throw at the end of any turn during which you hit it with an attack roll,
forced it to make a saving throw, or dealt damage to it. The effect ends early if
you use this bonus action again. On a successful save, the target is immune to this
feature for 7 days.\n Once you've used this bonus action, you can't use it again
until you finish a long rest or until you expend a spell slot of 4th level or
higher to use it again.", :name "Misty Presence"}], :level-modifiers
[{:type :spell, :level 3, :value {:level 1, :ability
:orcpub.dnd.e5.character/wis, :key :charm-person}} {:type :spell, :level 5, :value
{:level 2, :ability :orcpub.dnd.e5.character/wis, :key :misty-step}} {:type :spell,
:level 9, :value {:level 3, :ability :orcpub.dnd.e5.character/wis, :key :dispel-
magic}} {:type :spell, :level 13, :value {:level
4, :ability :orcpub.dnd.e5.character/wis, :key :banishment}} {:type :spell, :level
17, :value {:level 5, :ability :orcpub.dnd.e5.character/wis, :key :mislead}} {:type
:saving-throw-advantage, :level 3, :value :charmed} {:type :saving-throw-advantage,
:level 3, :value :frightened}], :option-pack "UA - Subclasses, Part 3", :name "Fey
Wanderer", :profs {:skill-options {:options {:deception true, :performance
true, :persuasion true}, :choose 1}}, :key :fey-wanderer}},
:orcpub.dnd.e5/selections {:armor-model {:options [{:name "Guardian", :description
"Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and
each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has
disadvantage on attack rolls against targets other than you until the start of your
next turn, as the armor magically emits a distracting pulse when the creature
attacks someone else.\n\nDefensive Field. You gain a bonus action that you can use
on each of your turns to gain temporary hit points equal to your level in this
class, replacing any temporary hit points you already have. You lose these
temporary hit points if you doff the armor."} {:name "Infiltrator", :description
"Lightning Launcher. A gemlike node appears on one of your armored fists or on the
chest (your choice). It counts as a simple ranged weapon, with a normal range of 90
feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once
on each of your turns when you hit a creature with it, you can deal an extra 1d6
lightning damage to that target.\n\nPowered Steps. Your walking speed increases by
5 feet.\n\nSecond Skin. The armor's weight is negligible, and it becomes
formfitting and wearable under clothing. If the armor normally imposes disadvantage
on Dexterity (Stealth) checks, the power armor doesn't."}], :name "Armor
Model", :option-pack "UA - Subclasses, Part 3", :key :armor-model}}}, "UA - Modern
Magic" {:orcpub.dnd.e5/spells {:on-off {:description "This cantrip allows you to
activate or deactivate any electronic device within range, as long as the device
has a clearly defined on or off function that can easily be accessed from the
outside of the device. Any device that requires a software-based shutdown sequence
to activate or deactivate cannot be affected by on/off.", :key :on-off, :school
"transmutation", :name "On/Off", :duration "Instantaneous", :level 0, :option-pack
"UA - Modern Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :commune-with-city {:description "You briefly become one with the city and
gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge
of the area within 1 mile of you. In sewers and other underground settings, you
gain knowledge of the area within 600 feet of you.\n You instantly gain knowledge
of up to three facts of your choice about any of the following subjects as they
relate to the area:\n • Terrain and bodies of water\n • Prevalent buildings,
plants, animals, or intelligent creatures\n • Powerful (CR 1 or higher)
celestials, fey, fiends, elementals, or undead\n • Influences from other planes
of existence\n • Electrical currents, wireless signals, and active transit lines
and tracks\n For example, you could determine the location of powerful undead in
the area, the location of major sources of electrical power or interference, and
the location of any nearby parks", :key :commune-with-city, :school
"divination", :name "Commune with City", :duration "Instantaneous", :level
5, :option-pack "UA - Modern Magic", :components {:verbal true, :somatic
true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Self"}, :invisibility-to-cameras {:description "Four
creatures of your choice within range become undetectable to electronic sensors and
cameras for the duration of the spell. Anything a target is wearing or carrying is
likewise undetectable as long as it is on the target's person. The targets remain
visible to vision.", :key :invisibility-to-cameras, :school "illusion", :name
"Invisibility to Cameras", :duration "Concentration, up to 1 minute", :level
3, :option-pack "UA - Modern Magic", :components {:material-component "a scrap of
black paper", :verbal true, :somatic true, :material true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "10
feet"}, :haywire {:description "This spell plays havoc with electronic devices,
making the use of such devices all but impossible. Each electronic device in a
10[foot[radius sphere centered on a point you choose within range is subject to
random behavior while it remains within the area. A device not held by a creature
is automatically affected. If an electronic device is held by a creature, that
creature must succeed on a Wisdom saving throw or have the device affected by the
spell.\n At the start of each of your turns, roll a d6 for each affected device
to determine its behavior. Except where otherwise indicated, that behavior lasts
until the start of your next turn while this spell is in effect.\n\n1: The device
shuts down and must be restarted. Do not roll again for this device until it is
restarted.\n2–4: The device does not function.\n5: The device experiences a power
surge, causing an electric shock to the wielder (if any) and one random creature
within 5 feet of the device. Each affected creature must make a Dexterity saving
throw against your spell save DC, taking 6d6 lightning damage on a failed save, or
half as much damage on a successful one.\n6: The device is usable as normal.\n At
Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
the radius of the sphere affected by the spell increases by 5 feet for each slot
level above 3rd.", :key :haywire, :school "enchantment", :name "Haywire", :duration
"Concentration, up to 1 minute", :level 3, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90
feet"}, :infallible-relay {:description "With this spell, you can target any
creature with whom you have spoken previously, as long as the two of you are on the
same plane of existence. When you cast the spell, the nearest functioning telephone
or similar communications device within 100 feet of the target begins to ring. If
there is no suitable device close enough to the target, the spell fails.\n The
target must make a successful Charisma saving throw or be compelled to answer your
call. Once the connection is established, the call is crystal clear and cannot be
dropped until the conversation has ended or the spell's duration ends. You can end
the conversation at any time, but a target must succeed on a Charisma saving throw
to end the conversation. ", :key :infallible-relay, :school "divination", :name
"Infallible Relay", :duration "Concentration, up to 10 minutes", :level 1, :option-
pack "UA - Modern Magic", :components {:verbal true, :somatic true, :material true,
:material-component "a mobile phone"}, :casting-time "1 minute", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :system-backdoor {:description
"This spell allows you to bypass system security in order to create a secure login
on a foreign system. The login you create allows you administrator[level privileges
in any computer system not enhanced through technomagic. The login defeats any
technomagic spells of 3rd level or lower.\n Once the duration of the spell
expires, the login and all privileges are wiped from the system. System logs still
show the activity
of the user, but the user identification cannot be found or traced.\n At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, you are
able to bypass technomagic spells if the spell's level is equal to or less than the
level of the spell slot you used.", :key :system-backdoor, :school "transmutation",
:name "System Backdoor", :duration "Concentration, up to 1 hour", :level
4, :option-pack "UA - Modern Magic", :components {:verbal true, :somatic
true, :material true, :material-component "hacking tools"}, :casting-time "1
minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range
"Personal"}, :find-vehicle {:description "You summon a spirit that assumes the form
of a nonmilitary land vehicle of your choice, appearing in an unoccupied space
within range. The vehicle has the statistics of a normal vehicle of its sort,
though it is celestial, fey, or fiendish (your choice) in origin. The physical
characteristics of the vehicle reflect its origin to some degree. For example, a
fiendish SUV might be jet black in color, with tinted windows and a sinister
looking front grille.\n You have a supernatural bond with the conjured vehicle
that allows you to drive beyond your normal ability. While driving the conjured
vehicle, you are considered proficient with vehicles of its type, and you add
double your proficiency bonus to ability checks related to driving the vehicle.
While driving the vehicle, you can make any spell you cast that targets only you
also target the vehicle. If the vehicle drops to 0 hit points, it disappears,
leaving behind no physical form. You can also dismiss the vehicle at any time as an
action, causing it to disappear. You can't have more than one vehicle bonded by
this spell at a time. As an action, you can release the vehicle from its bond at
any time, causing it to disappear.\n At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, you can conjure a nonmilitary water
vehicle large enough to carry six Medium creatures. When you cast this spell using
a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle
large enough to carry ten Medium creatures. When you cast this spell using a spell
slot of 7th level or higher, you can conjure any type of vehicle, subject to the
DM's approval.", :key :find-vehicle, :school "conjuration", :name "Find
Vehicle", :duration "8 hours", :level 2, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true}, :attack-roll? false, :casting-
time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin
true, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30
feet"}, :protection-from-ballistics {:description "This spell enchants the flesh of
the target against the impact of bullets. Until the spell ends, the target has
resistance to nonmagical ballistic damage.", :key :protection-from-
ballistics, :school "abjuration", :name "Protection from Ballistics", :duration
"Concentration, up to 10 minute", :level 3, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true, :material true, :material-
component "a shell casing"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Touch"}, :digital-phantom {:description
"This spell works to actively hide your presence within a computer system. For the
spell's duration, you and any other users you choose on your local network gain a
+10 bonus to Intelligence checks to avoid detection by administrators, knowbots,
tracking software, and the like. Whenever you and your chosen users leave any
computer system you are working in while this spell is in effect, all trace of your
previous presence in that system is erased. ", :key :digital-phantom, :school
"abjuration", :name "Digital Phantom", :duration "Concentration, up to 1
hour", :level 2, :option-pack "UA - Modern Magic", :components {:material
true, :somatic true, :verbal true, :material-component "a small piece of copper
wire"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Self"}, :arcane-hacking {:description "You gain advantage on all
Intelligence checks using hacking tools to break software encryption or online
security when using a foreign system. This spell also allows you to break 2nd level
and lower protective spells such as arcane lock or glyph of warding by making an
Intelligence check using hacking tools against the spell save DC of the spell's
caster.\n At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can attempt to counteract a spell set to secure the foreign
system if the spell's level is equal to or less than the level of the spell slot
you used", :key :arcane-hacking, :school "transmutation", :name "Arcane
Hacking", :duration " Concentration, up to 1 hour", :level 2, :option-pack "UA -
Modern Magic", :components {:verbal true, :somatic true, :material true, :material-
component "hacking tools"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :conjure-knowbot {:description
"You touch a single computerized device or computer system to conjure a knowbot — a
partially sentient piece of software imprinted with vestiges of your own skills and
computer abilities. For the duration of the spell, you can use a bonus action to
have the knowbot execute a computer[related task that would normally require an
action. The knowbot makes Intelligence ability checks using your ability score and
proficiency bonuses (including your proficiency with hacking tools, if applicable.\
n You have a limited telepathic bond with the knowbot, out to a range of 500 feet
from the device or system where the knowbot was conjured. If you move beyond this
range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had
expired. Moving within range again immediately reestablishes the bond.\n The
knowbot is bound to the system in which it was created, and it stays there until it
is dismissed or the spell's duration expires.\n At Higher Levels. When you cast
this spell using a spell slot of 5th level or higher, the spell's duration
increases to 1 hour. Additionally, your telepathic bond with the knowbot is
effective out to a range of 1,000 feet, and if you leave the range of the bond, the
knowbot continues performing its last directed task until the spell expires.", :key
:conjure-knowbot, :school "conjuration", :name "Conjure Knowbot", :duration "10
minutes", :level 4, :option-pack "UA - Modern Magic", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Touch"}, :remote-access {:description "You can use any
electronic device within range as if it were in your hands. This is not a
telekinesis effect. Rather, this spell allows you to simulate a device's mechanical
functions electronically. You are able to access only functions that a person using
the device manually would be able to access. You can use remote access with only
one device at a time.", :key :remote-access, :school "transmutation", :name "Remote
Access", :duration "10 minutes", :level 1, :option-pack "UA - Modern
Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120
feet"}, :shutdown {:description "This spell shuts down all electronic devices
within range that are not wielded by or under the direct control of a creature. If
an electronic device within range is used by a creature, that creature must succeed
on a Constitution saving throw to prevent the device from being shut down. While
the spell remains active, no electronic device within range can be started or
restarted.", :key :shutdown, :school "transmutation", :name "Shutdown", :duration
"Concentration, up to 1 minute", :level 5, :option-pack "UA - Modern
Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120
feet"}, :synchronicity {:description "The creature you touch feels reality subtly
shifted to its favor while this spell is in effect. The target isn't inconvenienced
by mundane delays of any sort. Traffic lights are always green, there's always a
waiting elevator, and a taxi is always around the corner. The target can run at
full speed through dense crowds, and attacks of opportunity provoked by the
target's movement are made with disadvantage.\n Synchronicity grants advantage to
Dexterity (Stealth) checks, since the target always finds a handy piece of cover
available. Additionally, the target has advantage on all ability checks made to
drive a vehicle.\n In the event that two or more creatures under the effect of
synchronicity are attempting to avoid being inconvenienced by each other, the
creatures engage in a contest of Charisma each time the effects of the spells would
oppose each other.", :key :synchronicity, :school "enchantment", :name
"Synchronicity", :duration "Concentration, up to 1 hour", :level 4, :option-pack
"UA - Modern Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Touch"}}, :orcpub.dnd.e5/subclasses {:city-domain {:class :cleric, :traits
[{:name "Heart of the City", :description "From 1st level, you are able to tap into
the spirit of community found in the city. While you are within any city, you can
gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check,
and you are considered proficient in the appropriate skill. You can use this
feature a number of times equal to your Wisdom modifier (a minimum of once). You
regain any expended uses when you finish a long rest."} {:name "Channel Divinity:
Spirits of the City", :level 2, :description "Starting at 2nd level, you can use
your Channel Divinity to call on the city for aid. As an action, you present your
holy symbol, and any city utility within 30 feet of you either works perfectly or
shuts down entirely for 1 minute (your choice.)\n Additionally, each hostile
creature within 30 feet of you must make a Charisma saving throw. On a failed save,
the creature is knocked prone or restrained (your choice) by hazards such as
entangling wires, high[pressure water erupting from fire hydrants, pavement
collapsing to unseen potholes, and so on. A restrained creature can escape by
making a successful Strength (Athletics) or Dexterity (Acrobatics) check against
your spell save DC.\n This effect is entirely local and affects only utilities
within 30 feet of you. Determination of what utilities are available within range
and how the physical effects of those utilities manifest are left to the DM."}
{:name "Block Watch", :level 6, :description "Starting at 6th level, your awareness
while in the city extends preternaturally. While in an urban environment, you are
considered proficient in the Insight and Perception skills, and you add double your
proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of
your normal proficiency bonus."} {:level 8, :name "Divine Strike", :description "At
8th level, you gain the ability to infuse your weapon strikes with psychic energy
borrowed from the citizens of your city. 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
psychic damage to the target. When you reach 14th level, the extra psychic damage
increases to 2d8."} {:level 17, :description "At 17th level, you can use mass
transit routes to transport instantaneously to other points in the city. Starting
from a bus stop, train station, subway stop, or other suitable mass transit site
within the city, you can teleport to any other similar transit stop within the
city, as if you had cast a teleport spell whose destination is a permanent
teleportation circle you know. Once you use this feature, you must finish a short
or long rest before using it again.", :name "Express Transit"} {:name "Bonus
Proficiencies", :description "Starting at 1st level, you gain proficiency with
sidearms and proficiency with vehicles (land)."}], :level-modifiers [{:type :spell,
:value {:ability :orcpub.dnd.e5.character/wis, :key :on-off}} {:type :tool-
prof, :value :land-vehicles}], :name "City Domain", :option-pack "UA - Modern
Magic", :cleric-spells {1 {0 :comprehend-languages, 1 :remote-access}, 2 {0 :find-
vehicle, 1 :heat-metal}, 3 {0 :lightning-bolt, 1 :protection-from-ballistics}, 4 {0
:locate-creature, 1 :synchronicity}, 5 {0 :commune-with-city,
1 :shutdown}}, :key :city-domain}, :ghost-in-the-machine {:class :warlock, :traits
[{:name "Information Surge", :description "At 1st level, you gain the ability to
temporarily render computerized devices inoperable. As an action, you can target a
computerized device within 30 feet of you. If the targeted device is held or
otherwise actively used by a living creature, that creature must make an
Intelligence saving throw against your spell save DC. On a failed save, the
targeted device ceases to function until the end of your next turn. If the targeted
device is not held or used by a creature, the DM makes a special saving throw for
the device with disadvantage and a +0 modifier. Certain shielded devices might
negate the disadvantage, at the DM's determination.\n Once you use this feature,
you can't use it again until you finish a short or long rest."} {:level 6, :name
"Wire Walk", :description "Starting at 6th level, you gain the ability to travel
short distances over electrical wires, data lines, or telephone cables. As a bonus
action, you can touch a device or socket connected to a hardwired network and
teleport along this network to another device or socket within your line of sight.
Once you use this feature, you can't use it again until you finish a short or long
rest."} {:level 10, :name "Personal Encryption", :description "Beginning at 10th
level, you have learned to apply your innate knowledge of encryption to your
thoughts, memories, and presence. You have advantage on saving throws against
scrying, thought detection, or any other method of magically learning your
whereabouts or reading your thoughts. For any such effect that does not grant you a
saving throw but which requires the creature targeting you to make an ability
check, the check is made with disadvantage."} {:level 14, :name
"Technovirus", :description "At 14th level, you gain the ability to infect a
humanoid's body with living circuitry. You can use an action to make a melee attack
against a humanoid creature using your spell attack modifier. The target must make
a Constitution saving throw against your spell save DC as a techno-organic virus
quickly spreads through its body. On a failed save, the target takes 8d10 psychic
damage, or half as much damage on a successful one.\n Additionally, if the target
fails the saving throw, you can use an action to issue it a single command, as if
you were casting the command spell. The target makes its saving throw against your
command with disadvantage. You can issue this command at any time while the target
remains infected.\n Once you use this feature, you can't use it again until you
finish a long rest, at which point the target is cured of the technovirus. The
infection can also be removed with a lesser restoration spell."} {:name "Bonus
Proficiencies", :description "At 1st level, you gain proficiency with hacking
tools."}], :level-modifiers [{:type :spell, :value
{:ability :orcpub.dnd.e5.character/cha, :key :on-off}}], :warlock-spells {1
{0 :infallible-relay, 1 :remote-access}, 2 {0 :arcane-hacking, 1 :digital-phantom},
3 {0 :haywire, 1 :invisibility-to-cameras}, 4 {0 :conjure-knowbot, 1 :system-
backdoor}, 5 {0 :shutdown}}, :name "Ghost in the Machine", :option-pack "UA -
Modern Magic", :key :ghost-in-the-machine}, :technomancy {:class :wizard, :traits
[{:name "Bonus Proficiencies", :level 2, :description "Beginning when you select
this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking
tools."} {:level 2, :name "Technological Savant", :description "Also at 2nd level,
you trade out your spellbook for a specially attuned storage device of your
choosing, capable of recording magical data. The computing power of this device
must be equal to or greater than a tablet computer. Only one storage device can be
attuned to you at any given time. Spells can be copied into this device at half the
cost of copying spells into a spellbook."} {:level 6, :name "Program
Spell", :description "At 6th level, you can insert a spell within an electronic
device of your choosing, so that by touching a key or flicking a switch using an
action, the spell activates. All variables of the spell are set at the time of
casting. The computing power of this device must be equal to or greater than a
mobile phone.\n A programmed spell remains placed in its device for 48 hours, and
is gone once it is discharged. You can use this feature to place a programmed spell
in only one device at a time, and a device can hold only one programmed spell. Only
you can activate the programmed spell in the device. If the device is destroyed,
the programmed spell is lost.\n A concentration spell placed in a device cannot
be activated while you are concentrating on another spell. Once you use this
feature, you can't use it again until you finish a long rest."} {:level 10, :name
"Online Casting", :description "At 10th level, you can cast spells through
networked electronic devices, including cameras, mobile phones, and computers. For
example, if a creature is under the observation of a security camera and you can
see the video feed from that camera on a computer, you can cast a spell into the
computer and out through the security camera to target that creature.\n If the
spell requires the caster to be seen, the target must see you or a live image of
you. If the spell requires the caster to be heard, the target must be able to hear
you or a live audio transmission of you. The spell's range is determined using the
distance from you to your device, and then from the target to its device. You must
be able to see or otherwise determine the location of the target.This feature can
be used to cast only spells that target specific creatures. Spells that affect an
area are not subject to online casting.\n This feature can be used a number of
times per day equal to your Intelligence modifier (minimum of once)."} {:level
14, :name "Chained Device", :description "By 14th level, you have learned to
imprint vestiges of your consciousness on electronic devices with significant
computing power. When you cast a concentration spell, you can use a device whose
computing power is equal to or greater than a tablet computer to maintain
concentration of the spell on your behalf. The device must be held or worn by you
to maintain this effect. If the device is destroyed, taken from you, dropped, or
turned off, the concentration ends. Once you use this feature, you can't use it
again until you finish a long rest."}], :level-modifiers
[], :option-pack "UA - Modern Magic", :name
"Technomancy", :key :technomancy}}, :orcpub.dnd.e5/invocations {:arcane-gunslinger
{:name "Arcane Gunslinger", :option-pack "UA - Modern Magic", :description
"Prerequisite: Pact of the Blade feature\n You can create a pact weapon that is a
sidearm or long arm, and you can transform a magical sidearm or long arm into your
pact weapon.", :key :arcane-gunslinger}}}, "UA - Subclasses, Part 2"
{:orcpub.dnd.e5/subclasses {:college-of-creation {:class :bard, :traits [{:name
"Note of Potential", :level 3, :description "You can manipulate the Song of
Creation to summon a floating musical note of possibility: Whenever you give a
creature a Bardic Inspiration die, you can create a Note of Potential. The note
orbits within 5 feet of the creature. The note is a Tiny object that is intangible
and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature
with a note can use it in the following ways.\n Note of Destruction. Immediately
after the creature rolls the Bardic Inspiration die to add it to an attack roll,
the creature can expend the note to create a burst of sound. Each other creature
within 5 feet of it must succeed on a Constitution saving throw against your spell
save DC or take thunder damage equal to the number rolled on the Bardic Inspiration
die.\n Note of Protection. Immediately after the creature rolls the Bardic
Inspiration die and adds it to a saving throw, the creature can expend the note to
gain temporary hit points equal to the number rolled on the Bardic Inspiration die
+ your Charisma modifier, provided the creature doesn't already have temporary hit
points.\n Note of Ingenuity. When the creature rolls the Bardic Inspiration die
to add it to an ability check, the creature can expend the note to roll the Bardic
Inspiration die again and choose which roll to use. "} {:name "Animating
Performance", :level 6, :description "Your mastery over the Song of Creation allows
you to magically bring items to life. As an action, you can target a Large or
smaller nonmagical item you can see within 30 feet of you and animate it. The
animate item uses the Dancing Item stat block and is under your control for 1 hour
or until it is reduced to 0 hit points.\n In combat, the item shares your
initiative count, but it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes on its turn is the Dodge
action, unless you take a bonus action on your turn to command it to take one of
the actions in its stat block or the Dash, Disengage, Help, Hide, or Search
action.\n When you use your Bardic Inspiration feature, you can command which
action your animated item takes as part of the same bonus action.\n Once you
animate an item with this feature, you can't do so again until you finish a long
rest or until you expend a spell slot of 3rd level or higher to use this feature.
You can have only one item animated by this feature at a time; if you use this
action and already have a dancing item from this feature, the first one immediately
becomes inanimate."} {:name "Performance of Creation", :level 14, :description
"Your performance can manipulate the magic of creation, briefly transforming the
world around you. As an action, you can create one nonmagical item of your choice
in an unoccupied space within 10 feet of you. The item must appear on a surface or
in a liquid that can support it. The gp value of the item can't be more than 20
times your bard level and must be Large or smaller. Tiny glimmering, intangible
notes float around it, and a creature can faintly hear music when touching it. For
examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools ,
and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player's
Handbook.\n The created item disappears at the end of your next turn, unless you
use your action to maintain it. Each time you use your action in this way, the
item's duration is extended to the end of your next turn, up to a maximum of 1
minute. If you maintain the item for the full minute, it continues to exist for a
number of hours equal to your bard level.\n Once you create an item with this
feature, you can't do so again until you finish a long rest or until you expend a
spell slot of 5th level or higher to use this feature. You can have only one item
created by this feature at a time; if you use this action and already have an item
from this feature, the first one immediately vanishes."}], :level-modifiers
[], :option-pack "UA - Subclasses, Part 2", :name "College of
Creation", :key :college-of-creation}, :clockwork-soul {:class :sorcerer, :traits
[{:description "At your option, you can pick from or roll on the Manifestations of
Mechanus table to create a way your connection to the plane manifests while you are
casting a spell.\n\nManifestations of Mechanus\nd6 Manifestation\n1 Large,
spectral cogwheels appear hovering behind you.\n2 The hands of a clock appear in
your eyes.\n3 Your skin glows with a golden, metallic sheen.\n4 Your features
become unnaturally angular, like geometric objects.\n5 Your spellcasting focus
takes the form of a miniature Spawning Stone or other creation of Primus.\n6 The
ringing of a clock can be heard by you and those affected by your magic.", :name
"Manifestations of Mechanus"} {:name "Restore Balance", :description "Your
connection to the plane of absolute order allows you to equalize chaotic moments.
When a creature you can see within 60 feet of you is about to roll a d20 with
advantage or disadvantage, you can use your reaction to prevent the roll from being
affected by advantage and disadvantage.\n You can use this feature a number of
times equal to your Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest."} {:name "Bulwark of Law", :level
6, :description "You can imbue a creature with a shimmering shield of order. As an
action, you can expend 1 to 5 sorcery points to create a magical ward around
yourself or another creature you can see within 30 feet of you. The ward lasts
until you finish a long rest or until you use this feature again.\n The ward is
represented by a number of d8s equal to the number of sorcery points spent to
create it. When the warded creature takes damage, it can use its reaction to spend
a number of those dice, roll them, and reduce the damage taken by the total of the
spent dice."} {:name "Trance of Order", :level 14, :description "You gain the
ability to enter a state of clockwork consciousness as a bonus action. For the next
minute, attack rolls against you can't benefit from advantage, and whenever you
make an attack roll, an ability check, or a saving throw, you can treat a d20 roll
of 9 or lower as a 10.\n Once you use this action, you can't use it again until
you finish a long rest or until you expend 5 sorcery points to use it again."}
{:name "Clockwork Cavalcade", :level 18, :description "You summon spirits of order
to restore balance around you. As an action, you summon the spirits in a 30-foot
cube originating from you. The spirits look like modrons or other constructs of
your choice. The spirits are intangible and invulnerable, work fast and
efficiently, and create the following effects within the cube before vanishing:\n
• The spirits restore up to 100 hit points, divided as you choose among any number
of creatures of your choice in the cube.\n • Any damaged objects entirely in the
cube are repaired.\n • Every spell of 6th level or lower ends on creatures and
objects of your choice in the cube.\n Once you use this action, you can't use it
again until you finish a long rest or until you expend 7 sorcery points to use it
again."} {:name "Clockwork Magic", :description "You learn additional spells when
you reach certain levels in this class, as shown on the Clockwork Spells table.
Each spell counts as a sorcerer spell for you, but it doesn't count against the
number of sorcerer spells you know. These spells can't be replaced when you gain a
level in this class."}], :level-modifiers [{:type :spell, :value {:level
1, :key :alarm, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :value
{:level 1, :key :protection-from-evil-and-good, :ability
:orcpub.dnd.e5.character/cha}} {:type :spell, :level 3, :value {:level
2, :ability :orcpub.dnd.e5.character/cha, :key :find-traps}} {:type :spell, :level
3, :value {:level 2, :ability :orcpub.dnd.e5.character/cha, :key :heat-metal}}
{:type :spell, :level 5, :value {:level 3, :ability
:orcpub.dnd.e5.character/cha, :key :counterspell}} {:type :spell, :level 5, :value
{:level 3, :ability :orcpub.dnd.e5.character/cha, :key :glyph-of-warding}}
{:type :spell, :level 7, :value {:level 4, :ability
:orcpub.dnd.e5.character/cha, :key :arcane-eye}} {:type :spell, :level 7, :value
{:level 4, :ability :orcpub.dnd.e5.character/cha, :key :resilient-sphere}}
{:type :spell, :level 9, :value {:level 5, :ability
:orcpub.dnd.e5.character/cha, :key :animate-objects}} {:type :spell, :level
9, :value {:level 5, :ability :orcpub.dnd.e5.character/cha, :key :wall-of-force}}],
:option-pack "UA - Subclasses, Part 2", :name "Clockwork Soul", :key :clockwork-
soul}, :unity-domain {:class :cleric, :traits [{:name "Emboldening
Bond", :description "You can forge an empowering bond between allies. As an action,
you can choose two willing creatures you can see within 30 feet of you (this can
include yourself) and create a magical bond between them. While either bonded
creature is within 30 feet of the other, the creature can roll a d4 and add the
number rolled to an attack roll, an ability check, or a saving throw it makes. Each
creature can add the d4 no more than once per turn. The bond lasts for 1 hour or
until you use this feature again.\n You can use this feature once, and you regain
the ability
to do so when you finish a long rest. You can also expend a spell slot to use the
feature again."} {:name "Channel Divinity: Shared Burden", :level 2, :description
"You can use your Channel Divinity to protect your allies through the strength of
your shared bonds. \n When a creature you can see within 30 feet of you takes
damage, you can use your reaction to choose a number of other willing creatures you
can see, up to a number of creatures equal to your Wisdom modifier (minimum of
onecreature). Distribute the damage taken between the original target and the
chosen creatures. Each creature must take at least 1 damage. Apply any damage
resistance or vulnerability of thecreatures involved after you distribute the
damage."} {:name "Protective Bond", :level 6, :description "The bond you forge
between people shields them from harm. While either creature chosen for your
Emboldening Bond feature is within 30 feet of the other, the creature can use its
reaction to grant resistance to all damage to the other creature when that other
creature takes damage. This resistance lasts until the end of the current turn."}
{:name "Potent Spellcasting", :level 8, :description "You add your Wisdom modifier
to the damage you deal with any cleric cantrip."} {:name "Enduring Unity", :level
17, :description "The bonds you create endure across vast distances. Creatures
affected by your Emboldening Bond feature gain its benefits, as well as those of
your Protective Bond feature, while they are on the same plane of existence as each
other.\n Additionally, when a creature chosen for your Emboldening Bond is
reduced to 0 hit points, their bonded partner gains the following benefits for 1
minute, or until the creature regains at least 1 hit point:\n • The creature has
advantage on attack rolls, ability checks, and saving throws.\n • The creature
gains resistance to all damage. \n • As an action, the creature can touch their
bonded partner to expend and roll any number of Hit Dice. Their bonded partner
regains a number of hit points equal to the total rolled."}], :level-modifiers
[], :option-pack "UA - Subclasses, Part 2", :name "Unity Domain", :cleric-spells {1
{0 :heroism, 1 :shield-of-faith}, 2 {0 :aid, 1 :warding-bond}, 3 {0 :beacon-of-
hope, 1 :sending}, 4 {0 :aura-of-purity, 1 :guardian-of-faith}, 5 {0 :greater-
restoration, 1 :telepathic-bond}}, :key :unity-domain}}, :orcpub.dnd.e5/monsters
{:dancing-item {:senses "darkvision 60 ft., passive Perception 10", :description
"Size: Large or smaller construct\nHit Points: equal the dancing item's
Constitution modifier + your Charisma modifier + five times your Bard level\
nLanguages: understands the languages you speak\n\nEndless Waltz. Immediately after
the item makes a slam attack, it can take the Dodge action as a bonus action.\n\
nImmutable Form. The item is immune to any spell or effect that would alter its
form.", :armor-notes "nautral armor", :key :dancing-item, :int 4, :speed "40
ft.", :name "Dancing Item", :alignment "neutral", :cha 6, :hit-points {:die-count
1, :die 4}, :type :construct, :size :large, :option-pack "UA - Subclasses, Part 2",
:armor-class 16, :str 18, :saving-throws {:str nil, :con 8}, :con 16, :dex 14, :wis
10, :props {:damage-immunity {:poison true}, :condition-immunity {:charmed
true, :exhausted true, :poisoned true, :frightened true}}, :traits [{:type :action,
:description "Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft.,
one target you can see. Hit: 1d10 + your Charisma modifier force damage.", :name
"Force-Empowered Slam (Requires Your Bonus Action)"}]}}}, "UA - Fiendish Options"
{:orcpub.dnd.e5/subraces {:dispater {:race :tiefling-fiendish-variant-, :traits
[{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can
cast the disguise self spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you can cast the
invisibility spell once with this trait and regain the ability to do so when you
finish a long rest. Charisma is your spellcasting ability for these spells.", :name
"Legacy of Dis"}], :option-pack "UA - Fiendish Options", :name
"Dispater", :abilities {:orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 2}, :spells [{:value
{:key :thaumaturgy, :ability :cha}} {:level 3, :value {:level 1, :key :disguise-
self, :ability :cha}} {:level 5, :value {:level
2, :key :invisibility}}], :key :dispater}, :fierna {:race :tiefling-fiendish-
variant-, :traits [{:description "You know the friends cantrip. When you reach 3rd
level, you can cast the charm person spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a long rest. When you reach
5th level, you can cast the suggestion spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your spellcasting ability
for these spells.", :name "Legacy of Phlegethos"}], :option-pack "UA - Fiendish
Options", :name "Fierna", :abilities {:orcpub.dnd.e5.character/int
0, :orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/cha 2}, :spells
[{:value {:ability :cha, :key :friends, :level 0}} {:value {:level 1, :key :charm-
person, :ability :cha}, :level 3} {:level 5, :value {:level
2, :ability :cha, :key :suggestion}}], :key :fierna}, :glasya {:race :tiefling-
fiendish-variant-, :traits [{:description "You know the minor illusion cantrip.
When you reach 3rd level, you can cast the disguise self spell once with this trait
and regain the ability to do so when you finish a long rest. When you reach 5th
level, you can cast the invisibility spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your spellcasting ability
for these spells.", :name "Legacy of Malbolge"}], :name "Glasya", :option-pack "UA
- Fiendish Options", :abilities {:orcpub.dnd.e5.character/int -
1, :orcpub.dnd.e5.character/dex 1}, :spells [{:value {:ability :cha, :key :minor-
illusion}} {:level 3, :value {:ability :cha, :level 1, :key :disguise-self}}
{:level 5, :value {:level
2, :ability :cha, :key :invisibility}}], :key :glasya}, :levistus {:race :tiefling-
fiendish-variant-, :traits [{:description "You know the ray of frost cantrip. When
you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell
once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the darkness spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.", :name "Legacy of Stygia"}], :option-pack
"UA - Fiendish Options", :name "Levistus", :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/cha 2}, :spells [{:value {:key :ray-of-
frost, :ability :cha}} {:level 3, :value {:level 1, :key :armor-of-agathys}}
{:level 5, :value {:level 2, :key :darkness}}], :key :levistus}, :mammon
{:race :tiefling-fiendish-variant-, :traits [{:name "Legacy of
Minauros", :description "You know the mage hand cantrip. When you reach 3rd level,
you can cast the Tenser's floating disk spell once with this trait and regain the
ability to do so when you finish a short or long rest. When you reach 5th level,
you can cast the arcane lock spell once with this trait, requiring no material
component, and regain the ability to do so when you finish a long rest. "}], :name
"Mammon", :option-pack "UA - Fiendish Options", :abilities
{:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :spells [{:value
{:key :mage-hand, :ability :cha}} {:level 3, :value {:level
1, :ability :cha, :key :floating-disk}} {:level 5, :value {:level 2, :ability :cha,
:key :arcane-lock}}], :key :mammon}, :mephistopheles {:race :tiefling-fiendish-
variant-, :traits [{:description "You know the mage hand cantrip. When you reach
3rd level, you can cast the magic missile spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a long rest. When you reach
5th level, you can cast the web spell once with this trait and regain the ability
to do so when you finish a long rest. Charisma is your spellcasting ability for
these spells.", :name "Legacy of Cania"}], :name "Mephistopheles", :option-pack "UA
- Fiendish Options", :abilities {:orcpub.dnd.e5.character/cha
2, :orcpub.dnd.e5.character/int 1}, :spells [{:value {:key :mage-
hand, :ability :cha}} {:value {:level 1, :ability :cha, :key :magic-
missile}, :level 3} {:level 5, :value {:level
2, :ability :cha, :key :web}}], :key :mephistopheles}, :zariel {:race :tiefling-
fiendish-variant-, :traits [{:description "You know the thaumaturgy cantrip. When
you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once
with this trait and regain the ability to do so when you finish a long rest. When
you reach 5th level, you can cast the branding smite spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.", :name "Legacy of Avernus"}], :name
"Zariel", :option-pack "UA - Fiendish Options", :abilities
{:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/str 1}, :spells [{:value
{:key :thaumaturgy, :ability :cha}} {:level 3, :value {:level
1, :ability :cha, :key :searing-smite}} {:level 5, :value {:level 2, :ability :cha,
:key :branding-smite}}], :props {:language {:abyssal
true}}, :key :zariel}}, :orcpub.dnd.e5/races {:tiefling-fiendish-variant-
{:key :tiefling-fiendish-variant-, :speed 30, :name "Tiefling (Fiendish
Variant)", :darkvision 60, :size :medium, :option-pack "UA - Fiendish
Options", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire
true}}, :traits []}}, :disabled? false}, "UA - Eberron" {:orcpub.dnd.e5/races
{:changeling {:key :changeling, :speed 30, :name "Changeling", :abilities
{:orcpub.dnd.e5.character/cha
1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "UA -
Eberron", :languages #{"Common"}, :props {:skill-prof {:deception true}}, :traits
[{:description "As an action, you can polymorph into any humanoid of your size that
you have seen, or back into your true form. However, your equipment does not change
with you. If you die, you revert to your natural appearance.", :name
"Shapechanger"}]}, :warforged {:key :warforged, :speed 30, :name
"Warforged", :abilities {:orcpub.dnd.e5.character/con 1,
:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "UA -
Eberron", :languages #{"Common"}, :props {:armor-prof {:light true, :medium
true, :shields true}, :damage-resistance {:poison false}, :lizardfolk-ac
true, :weapon-prof {:martial true, :simple true}}, :traits [{:description "Your
construction incorporates wood and metal, granting you a +1 bonus to Armor Class.",
:name "Composite Plating"} {:description "Even though you were constructed, you are
a living creature. You are immune to disease. You do not need to eat or breathe,
but you can ingest food and drink if you wish. Instead of sleeping, you enter an
inactive state for 4 hours each day. You do not dream in this state; you are fully
aware of your surroundings and notice approaching enemies and other events as
normal.", :name "Living Construct"}]}, :shifter {:key :shifter, :speed 30, :name
"Shifter", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha
0, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "UA -
Eberron", :languages #{"Common" "Sylvan"}, :traits [{:description "On your turn,
you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on
your turn as a bonus action.\n While shifting, you gain temporary hit points
equal to your level + your Constitution bonus (minimum of 1). You also gain a
feature that depends on your shifter subrace, described below.\n You must finish
a short or long rest before you can shift again.", :name
"Shifting"}]}}, :orcpub.dnd.e5/subraces {:beasthide {:abilities
{:orcpub.dnd.e5.character/con 1}, :key :beasthide, :name "Beasthide", :option-pack
"UA - Eberron", :race :shifter, :traits [{:description "While shifting, you gain a
+1 bonus to AC.", :name "Shifting Feature"}]}, :cliffwalk {:abilities
{:orcpub.dnd.e5.character/dex 1}, :key :cliffwalk, :name "Cliffwalk", :option-pack
"UA - Eberron", :race :shifter, :traits [{:description "While shifting, you gain a
climb speed of 30 feet.", :name "Shifting Feature"}]}, :longstride {:abilities
{:orcpub.dnd.e5.character/dex 1}, :key :longstride, :name "Longstride", :option-
pack "UA - Eberron", :race :shifter, :traits [{:description "While shifting, you
can use the Dash action as a bonus action.", :name "Shifting
Feature"}]}, :longtooth {:abilities {:orcpub.dnd.e5.character/str
1}, :key :longtooth, :name "Longtooth", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you can make a
bite attack as an action. This is a melee weapon attack\nthat uses Strength for its
attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a\
ntarget that is your size or smaller, the target is also grappled.", :name
"Shifting Feature"}]}, :razorclaw {:abilities {:orcpub.dnd.e5.character/dex
1}, :key :razorclaw, :name "Razorclaw", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you can make an
unarmed strike as a bonus action. You can use your\nDexterity for its attack roll
and damage bonus, and this attack deals slashing damage.", :name "Shifting
Feature"}]}, :wildhunt {:abilities {:orcpub.dnd.e5.character/wis
1}, :key :wildhunt, :name "Wildhunt", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you gain
advantage on all Wisdom-based checks and saving throws", :name "Shifting
Feature"}]}}}, "UA - That Old Black Magic" {:orcpub.dnd.e5/subraces {:abyssal
{:race :tiefling-tobm-variant-, :traits [{:name "Abyssal Arcana", :description
"Each time you finish a long rest, you gain the ability to cast cantrips and spells
randomly determined from a short list. At 1st level, you can cast a cantrip. When
you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can
cast a 2nd-level spell.\n You can cast a spell gained from this trait only once
until you complete your next long rest. You can cast a cantrip gained from this
trait at will, as normal. For 1st-level spells whose effect changes if cast using a
spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot.
Spells of 2nd level are cast as if using a 2nd-level slot.\n At the end of each
long rest, you lose the cantrips and spells previously granted by this feature,
even if you did not cast them. You replace those cantrips and spells by rolling for
new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and
spell. If you roll the same spell or cantrip you gained at the end of your previous
long rest, roll again until you get a different result."} {:description "Your hit
point maximum increases by half your level (minimum 1). (enter manually)", :name
"Abyssal Fortitude"}], :name "Abyssal", :option-pack "UA - That Old Black
Magic", :abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con
1}, :props {:language {:common true, :abyssal true}}, :spells [{:value
{:ability :cha, :key :dancing-lights}} {:level 1, :value {:ability :cha, :level
0, :key :true-strike}} {:level 1, :value {:level 0, :ability :cha, :key :light}}
{:value {:ability :cha, :key :message}} {:value {:ability :cha, :key :spare-the-
dying}} {:value {:ability :cha, :key :prestidigitation}} {:level 3, :value {:level
1, :ability :cha, :key :burning-hands}} {:level 3, :value {:level 1, :ability :cha,
:key :charm-person}} {:level 3, :value {:level 1, :ability :cha, :key :magic-
missile}} {:level 3, :value {:ability :cha, :level 1, :key :cure-wounds}} {:level
3, :value {:ability :cha, :level 1, :key :tashas-hideous-laughter}} {:level
3, :value {:ability :cha, :level 1, :key :thunderwave}} {:level 5, :value {:level
2, :ability :cha, :key :alter-self}} {:level 5, :value {:level
2, :ability :cha, :key :darkness}} {:level 5, :value {:level 2, :ability :cha, :key
:invisibility}} {:level 5, :value {:level 2, :ability :cha, :key :levitate}}
{:level 5, :value {:level 2, :ability :cha, :key :mirror-image}} {:level 5, :value
{:level 2, :ability :cha, :key :spider-climb}}], :key :abyssal}},
:orcpub.dnd.e5/races {:tiefling-tobm-variant- {:key :tiefling-tobm-variant-, :speed
30, :name "Tiefling (TOBM Variant)", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "UA - That Old Black
Magic", :profs {:language-options {:options {:common false}}}, :languages
#{"Common"}, :traits []}}, :orcpub.dnd.e5/spells {:conjure-barlgura {:description
"You summon a barlgura that appears in an unoccupied space you can see within
range. The barlgura disappears when it drops to 0 hit points or when the spell
ends.\n The barlgura is hostile to all non-demons. Roll initiative for the
barlgura, which has its own turns. At the start of its turn, it moves toward and
attacks the nearest non-demon it can perceive. If two or more creatures are equally
near, it picks one at random. If it cannot see any potential enemies, the barlgura
moves in a random direction in search of foes.\n As part of casting the spell,
you can scribe a circle on the ground using the blood of an intelligent humanoid
slain within the past 24 hours. The circle is large enough to encompass your space.
The summoned barlgura cannot cross the circle or target anyone in it while the
spell lasts.", :key :conjure-barlgura, :school "conjuration", :name "Conjure
Barlgura", :duration "Up to 10 minutes", :level 4, :option-pack "UA - That Old
Black Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60
feet"}, :conjure-hezrou {:description "You summon a hezrou that appears in an
unoccupied space you can see within range. The hezrou disappears when it drops to 0
hit points or when the spell ends.\n The hezrou's attitude depends on the value
of the food used as a material component for this spell. Roll initiative for the
hezrou, which has its own turns. At the start of the hezrou's turn, the DM makes a
secret Charisma check on your behalf, with a bonus equal to the food's value
divided by 20. The check DC starts at 10 and increases by 2 each round. You can
issue orders to the hezrou and have it obey you as long as you succeed on the
Charisma check. If the check fails, the spell no longer requires concentration and
the demon is no longer under your control. The hezrou then focuses on devouring any
corpses it can see. If there are no such meals at hand, it attacks the nearest
creatures and eats anything it kills. If its hit points are reduced to below half
its hit point maximum, it returns to the Abyss.\n As part of casting the spell,
you can scribe a circle on the ground using the blood of an intelligent humanoid
slain within the past 24 hours. The circle is large enough to encompass your space.
The summoned hezrou cannot cross the circle or target anyone in it while the spell
lasts.", :key :conjure-hezrou, :school "conjuration", :name "Conjure
Hezrou", :duration "Concentration, up to 1 hour", :level 7, :option-pack "UA - That
Old Black Magic", :components {:material-component "food worth at least 100 gp,
which the spell consumes", :verbal true, :somatic true, :material true}, :casting-
time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60
feet"}, :conjure-lesser-demon {:description "You summon up to a total of eight
manes or dretches that appear in unoccupied spaces you can see within range. A
manes or dretch disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures. Roll initiative for the summoned demons as
a group, which has its own turns. The demons attack the nearest non-demons to the
best of their ability. As part of casting the spell, you can scribe a circle on the
ground with the blood used as a material component. The circle is large enough to
encompass your space. The summoned demons cannot cross the circle or target anyone
in it while the spell lasts. Using the material component in this manner consumes
it.\n At Higher Levels. When you cast this spell using a spell slot of 6th or 7th
level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th
level, you summon thirty-two demons.", :key :conjure-lesser-demon, :school
"conjuration", :name "Conjure Lesser Demon", :duration "Concentration, up to 1
hour", :level 3, :option-pack "UA - That Old Black Magic", :components {:verbal
true, :somatic true, :material true, :material-component "a vial of blood from an
intelligent humanoid killed within the last 24 hours"}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60
feet"}, :conjure-shadow-demon {:description "You summon a shadow demon that appears
in an unoccupied space you can see within range. The shadow demon disappears when
it drops to 0 hit points or when the spell ends. Roll initiative for the shadow
demon, which has its own turns. You can issue orders to the shadow demon, and it
obeys you as long as it can attack a creature on each of its turns and does not
start its turn in an area of bright light. If either of these conditions is not
met, the shadow demon immediately makes a Charisma check contested by your Charisma
check. If you fail the check, the spell no longer requires concentration and the
demon is no longer under your control. The demon automatically succeeds on the
check if it is more than 100 feet away from you.\n As part of casting the spell,
you can scribe a circle on the ground using the blood of an intelligent humanoid
slain within the past 24 hours. The circle is large enough to encompass your space.
The summoned shadow demon cannot cross the circle or target anyone in it while the
spell lasts.", :key :conjure-shadow-demon, :school "conjuration", :name "Conjure
Shadow Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "UA
- That Old Black Magic", :components {:verbal true, :somatic true, :material
true, :material-component "a vial of blood from an intelligent humanoid killed
within the last 24 hours"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "60 feet"}, :conjure-vrock
{:description "You summon a vrock that appears in an unoccupied space you can see
within range. The vrock disappears when it drops to 0 hit points or when the spell
ends.\n The vrock's attitude depends on the value of the gem used as a material
component for this spell. Roll initiative for the vrock, which has its own turns.
At the start of the vrock's turn, the DM makes a secret Charisma check on your
behalf, with a bonus equal to the gem's value divided by 20. The check DC starts at
10 and increases by 2 each round. You can issue orders to the vrock and have it
obey you as long as you succeed on the Charisma check. If the check fails, the
spell no longer requires concentration and the vrock is no longer under your
control. The vrock takes no actions on its next turn and uses its telepathy to tell
any creature it can see that it will fight in exchange for treasure. The creature
that gives the vrock the most expensive gem can command it for the next 1d6 rounds.
At the end of that time, it offers the bargain again. If no one offers the vrock
treasure before its next turn begins, it attacks the nearest creatures for 1d6
rounds before returning to the Abyss. As part of casting the spell, you can scribe
a circle on the ground using the blood of an intelligent humanoid slain within the
past 24 hours. The circle is large enough to encompass your space. The summoned
vrock cannot cross the circle or target anyone in it while the spell
lasts.", :key :conjure-vrock, :school "conjuration", :name "Conjure
Vrock", :duration "Concentration, up to 1 hour", :level 5, :option-pack "UA - That
Old Black Magic", :components {:verbal true, :somatic true, :material
true, :material-component "a gem worth at least 100 gp, which the spell consumes"},
:casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard
true}, :range "60 feet"}}}}

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