@archivist-gg/dnd5e 0.1.0 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (67) hide show
  1. package/dist/background/background.codec.js +4 -4
  2. package/dist/background/background.parser.js +3 -3
  3. package/dist/background/background.schema.js +2 -2
  4. package/dist/{chunk-FFULAF2P.js → chunk-2BWAID3Y.js} +2 -2
  5. package/dist/{chunk-FUK7QSN5.js → chunk-42Y5IJKT.js} +1 -1
  6. package/dist/{chunk-537BHVSH.js → chunk-4JHOHWBI.js} +1 -1
  7. package/dist/{chunk-ZLG6FQFB.js → chunk-5WQD3WNZ.js} +16 -1
  8. package/dist/{chunk-FEOB24KP.js → chunk-73HOFQQ5.js} +1 -1
  9. package/dist/{chunk-4SSDYJS2.js → chunk-7VJ6BOA5.js} +5 -1
  10. package/dist/{chunk-DABBCYTT.js → chunk-CZPMTQOY.js} +1 -1
  11. package/dist/{chunk-DRNZJNJP.js → chunk-DZXSWSBP.js} +1 -1
  12. package/dist/{chunk-RVYYKYFL.js → chunk-GE4TLPWM.js} +1 -1
  13. package/dist/{chunk-4C2KOKLF.js → chunk-K6Q5OUGK.js} +12 -0
  14. package/dist/{chunk-PMADYMUI.js → chunk-L7E2UT5A.js} +1 -1
  15. package/dist/{chunk-CDW7R2QT.js → chunk-NXSWH3AE.js} +4 -1
  16. package/dist/{chunk-IDTDACM6.js → chunk-PHQRGDRQ.js} +1 -1
  17. package/dist/{chunk-BAXWWGFJ.js → chunk-Q5K6LWBZ.js} +1 -1
  18. package/dist/chunk-R5SQHP2X.js +1092 -0
  19. package/dist/{chunk-Z6GXV2GO.js → chunk-TLYDBT5F.js} +1 -1
  20. package/dist/{chunk-QQ5W2AZP.js → chunk-TQZB4OCJ.js} +67 -12
  21. package/dist/{chunk-A7T5L7SS.js → chunk-TUIFSVLI.js} +1 -1
  22. package/dist/{chunk-XURS6Q6Q.js → chunk-V6SOFUJW.js} +19 -5
  23. package/dist/{chunk-Z4TL2V7S.js → chunk-VTYUBINW.js} +1 -1
  24. package/dist/{chunk-B7UXKNLD.js → chunk-W7HWMMBF.js} +1 -1
  25. package/dist/{chunk-SSXBYF3P.js → chunk-XLSVNUTK.js} +1 -1
  26. package/dist/{chunk-GIOH5JB5.js → chunk-XTIQWSFM.js} +1 -1
  27. package/dist/{chunk-PKC77VZP.js → chunk-ZZGEVJKX.js} +1 -1
  28. package/dist/class/class.codec.js +5 -5
  29. package/dist/class/class.parser.js +4 -4
  30. package/dist/class/class.schema.js +3 -3
  31. package/dist/feat/feat.codec.js +4 -4
  32. package/dist/feat/feat.parser.js +3 -3
  33. package/dist/feat/feat.schema.js +2 -2
  34. package/dist/index.js +622 -118
  35. package/dist/item/item.actions-map.d.ts +10 -3
  36. package/dist/item/item.actions-map.js +13 -8
  37. package/dist/item/item.codec.js +3 -3
  38. package/dist/item/item.parser.js +2 -2
  39. package/dist/item/item.schema.d.ts +13 -0
  40. package/dist/item/item.schema.js +1 -1
  41. package/dist/item/item.types.d.ts +17 -0
  42. package/dist/pc/pc.decision-engine.js +8 -1
  43. package/dist/pc/pc.equipment.d.ts +2 -1
  44. package/dist/pc/pc.equipment.js +9 -1
  45. package/dist/pc/pc.feature-effects.d.ts +31 -9
  46. package/dist/pc/pc.feature-effects.js +11 -1
  47. package/dist/pc/pc.parser.js +1 -1
  48. package/dist/pc/pc.pools.js +8 -3
  49. package/dist/pc/pc.recalc.js +80 -62
  50. package/dist/pc/pc.resolver.d.ts +71 -1
  51. package/dist/pc/pc.resolver.js +21 -254
  52. package/dist/pc/pc.schema.d.ts +21 -0
  53. package/dist/pc/pc.schema.js +1 -1
  54. package/dist/pc/pc.types.d.ts +80 -1
  55. package/dist/race/race.codec.js +5 -5
  56. package/dist/race/race.parser.js +4 -4
  57. package/dist/race/race.schema.js +3 -3
  58. package/dist/schemas/choice-schema.js +1 -1
  59. package/dist/schemas/feature-schema.js +2 -2
  60. package/dist/subclass/subclass.codec.js +5 -5
  61. package/dist/subclass/subclass.parser.js +4 -4
  62. package/dist/subclass/subclass.schema.js +3 -3
  63. package/dist/types/choice.d.ts +5 -0
  64. package/dist/weapon/weapon-mastery.d.ts +12 -0
  65. package/package.json +1 -1
  66. package/dist/chunk-6PXE7T7C.js +0 -79
  67. package/dist/chunk-TJCNX6UZ.js +0 -521
package/dist/index.js CHANGED
@@ -5,9 +5,9 @@ import "./chunk-6NK2MUD3.js";
5
5
  import "./chunk-AFKTJXRA.js";
6
6
  import {
7
7
  subclassCodec
8
- } from "./chunk-SSXBYF3P.js";
9
- import "./chunk-PMADYMUI.js";
10
- import "./chunk-B7UXKNLD.js";
8
+ } from "./chunk-XLSVNUTK.js";
9
+ import "./chunk-L7E2UT5A.js";
10
+ import "./chunk-W7HWMMBF.js";
11
11
  import {
12
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  spellInputSchema
13
13
  } from "./chunk-656QCX4U.js";
@@ -21,9 +21,9 @@ import "./chunk-N2JE7BWL.js";
21
21
  import "./chunk-Y4I74YEG.js";
22
22
  import {
23
23
  raceCodec
24
- } from "./chunk-PKC77VZP.js";
25
- import "./chunk-IDTDACM6.js";
26
- import "./chunk-FFULAF2P.js";
24
+ } from "./chunk-ZZGEVJKX.js";
25
+ import "./chunk-PHQRGDRQ.js";
26
+ import "./chunk-2BWAID3Y.js";
27
27
  import {
28
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  monsterInputSchema
29
29
  } from "./chunk-PTXBIDG7.js";
@@ -46,17 +46,17 @@ import {
46
46
  } from "./chunk-QS5L5YTJ.js";
47
47
  import {
48
48
  itemCodec
49
- } from "./chunk-537BHVSH.js";
49
+ } from "./chunk-4JHOHWBI.js";
50
50
  import {
51
51
  enrichItem
52
52
  } from "./chunk-GJOI2GHP.js";
53
- import "./chunk-4SSDYJS2.js";
54
- import "./chunk-4C2KOKLF.js";
53
+ import "./chunk-7VJ6BOA5.js";
54
+ import "./chunk-K6Q5OUGK.js";
55
55
  import {
56
56
  featCodec
57
- } from "./chunk-FEOB24KP.js";
58
- import "./chunk-GIOH5JB5.js";
59
- import "./chunk-BAXWWGFJ.js";
57
+ } from "./chunk-73HOFQQ5.js";
58
+ import "./chunk-XTIQWSFM.js";
59
+ import "./chunk-Q5K6LWBZ.js";
60
60
  import {
61
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  parseInlineTag
62
62
  } from "./chunk-3TM34RSJ.js";
@@ -67,11 +67,11 @@ import {
67
67
  } from "./chunk-LSLSG67V.js";
68
68
  import {
69
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  classCodec
70
- } from "./chunk-RVYYKYFL.js";
71
- import "./chunk-FUK7QSN5.js";
72
- import "./chunk-Z6GXV2GO.js";
70
+ } from "./chunk-GE4TLPWM.js";
71
+ import "./chunk-42Y5IJKT.js";
72
+ import "./chunk-TLYDBT5F.js";
73
73
  import "./chunk-4TIJKN6O.js";
74
- import "./chunk-DABBCYTT.js";
74
+ import "./chunk-CZPMTQOY.js";
75
75
  import "./chunk-WYGD2UGN.js";
76
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  import "./chunk-PZOWBI3B.js";
77
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  import "./chunk-WP2CX2JO.js";
@@ -82,11 +82,11 @@ import "./chunk-HCP3GMHS.js";
82
82
  import "./chunk-XJNECUPT.js";
83
83
  import {
84
84
  backgroundCodec
85
- } from "./chunk-Z4TL2V7S.js";
86
- import "./chunk-DRNZJNJP.js";
87
- import "./chunk-A7T5L7SS.js";
85
+ } from "./chunk-VTYUBINW.js";
86
+ import "./chunk-DZXSWSBP.js";
87
+ import "./chunk-TUIFSVLI.js";
88
88
  import "./chunk-3DZ74AKK.js";
89
- import "./chunk-CDW7R2QT.js";
89
+ import "./chunk-NXSWH3AE.js";
90
90
  import "./chunk-NXR3BD2V.js";
91
91
 
92
92
  // src/monster/monster.codec.ts
@@ -89194,7 +89194,7 @@ var item_2014_default = [
89194
89194
  edition: "2014",
89195
89195
  source: "SRD 5.1",
89196
89196
  rarity: "very rare",
89197
- description: "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\\n\\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\\n\\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.",
89197
+ description: "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\n\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\n\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.",
89198
89198
  type: "ammunition"
89199
89199
  },
89200
89200
  {
@@ -89301,7 +89301,17 @@ var item_2014_default = [
89301
89301
  edition: "2014",
89302
89302
  source: "SRD 5.1",
89303
89303
  rarity: "legendary",
89304
- description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |"`,
89304
+ description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
89305
+
89306
+ Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
89307
+
89308
+ | Type | Strength | Rarity |
89309
+ |-------------------|----------|-----------|
89310
+ | Hill giant | 21 | Rare |
89311
+ | Stone/frost giant | 23 | Very rare |
89312
+ | Fire giant | 25 | Very rare |
89313
+ | Cloud giant | 27 | Legendary |
89314
+ | Storm giant | 29 | Legendary |"`,
89305
89315
  type: "wondrous item",
89306
89316
  attunement: {
89307
89317
  required: true
@@ -89334,7 +89344,17 @@ var item_2014_default = [
89334
89344
  edition: "2014",
89335
89345
  source: "SRD 5.1",
89336
89346
  rarity: "very rare",
89337
- description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |"`,
89347
+ description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
89348
+
89349
+ Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
89350
+
89351
+ | Type | Strength | Rarity |
89352
+ |-------------------|----------|-----------|
89353
+ | Hill giant | 21 | Rare |
89354
+ | Stone/frost giant | 23 | Very rare |
89355
+ | Fire giant | 25 | Very rare |
89356
+ | Cloud giant | 27 | Legendary |
89357
+ | Storm giant | 29 | Legendary |"`,
89338
89358
  type: "wondrous item",
89339
89359
  attunement: {
89340
89360
  required: true
@@ -89354,7 +89374,17 @@ var item_2014_default = [
89354
89374
  edition: "2014",
89355
89375
  source: "SRD 5.1",
89356
89376
  rarity: "very rare",
89357
- description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |"`,
89377
+ description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
89378
+
89379
+ Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
89380
+
89381
+ | Type | Strength | Rarity |
89382
+ |-------------------|----------|-----------|
89383
+ | Hill giant | 21 | Rare |
89384
+ | Stone/frost giant | 23 | Very rare |
89385
+ | Fire giant | 25 | Very rare |
89386
+ | Cloud giant | 27 | Legendary |
89387
+ | Storm giant | 29 | Legendary |"`,
89358
89388
  type: "wondrous item",
89359
89389
  attunement: {
89360
89390
  required: true
@@ -89374,7 +89404,17 @@ var item_2014_default = [
89374
89404
  edition: "2014",
89375
89405
  source: "SRD 5.1",
89376
89406
  rarity: "rare",
89377
- description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |"`,
89407
+ description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
89408
+
89409
+ Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
89410
+
89411
+ | Type | Strength | Rarity |
89412
+ |-------------------|----------|-----------|
89413
+ | Hill giant | 21 | Rare |
89414
+ | Stone/frost giant | 23 | Very rare |
89415
+ | Fire giant | 25 | Very rare |
89416
+ | Cloud giant | 27 | Legendary |
89417
+ | Storm giant | 29 | Legendary |"`,
89378
89418
  type: "wondrous item",
89379
89419
  attunement: {
89380
89420
  required: true
@@ -89394,7 +89434,17 @@ var item_2014_default = [
89394
89434
  edition: "2014",
89395
89435
  source: "SRD 5.1",
89396
89436
  rarity: "very rare",
89397
- description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |"`,
89437
+ description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
89438
+
89439
+ Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
89440
+
89441
+ | Type | Strength | Rarity |
89442
+ |-------------------|----------|-----------|
89443
+ | Hill giant | 21 | Rare |
89444
+ | Stone/frost giant | 23 | Very rare |
89445
+ | Fire giant | 25 | Very rare |
89446
+ | Cloud giant | 27 | Legendary |
89447
+ | Storm giant | 29 | Legendary |"`,
89398
89448
  type: "wondrous item",
89399
89449
  attunement: {
89400
89450
  required: true
@@ -89414,7 +89464,17 @@ var item_2014_default = [
89414
89464
  edition: "2014",
89415
89465
  source: "SRD 5.1",
89416
89466
  rarity: "legendary",
89417
- description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |"`,
89467
+ description: `While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
89468
+
89469
+ Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
89470
+
89471
+ | Type | Strength | Rarity |
89472
+ |-------------------|----------|-----------|
89473
+ | Hill giant | 21 | Rare |
89474
+ | Stone/frost giant | 23 | Very rare |
89475
+ | Fire giant | 25 | Very rare |
89476
+ | Cloud giant | 27 | Legendary |
89477
+ | Storm giant | 29 | Legendary |"`,
89418
89478
  type: "wondrous item",
89419
89479
  attunement: {
89420
89480
  required: true
@@ -90737,7 +90797,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90737
90797
  edition: "2014",
90738
90798
  source: "SRD 5.1",
90739
90799
  rarity: "rare",
90740
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.",
90800
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.",
90741
90801
  type: "wondrous item",
90742
90802
  tier: "major"
90743
90803
  },
@@ -90747,7 +90807,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90747
90807
  edition: "2014",
90748
90808
  source: "SRD 5.1",
90749
90809
  rarity: "rare",
90750
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can\u2019t be used again until 2 days have passed.",
90810
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can\u2019t be used again until 2 days have passed.",
90751
90811
  type: "wondrous item",
90752
90812
  attunement: {
90753
90813
  required: true
@@ -90760,7 +90820,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90760
90820
  edition: "2014",
90761
90821
  source: "SRD 5.1",
90762
90822
  rarity: "rare",
90763
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can\u2019t be used again until 7 days have passed.",
90823
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can\u2019t be used again until 7 days have passed.",
90764
90824
  type: "wondrous item",
90765
90825
  tier: "major"
90766
90826
  },
@@ -90770,7 +90830,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90770
90830
  edition: "2014",
90771
90831
  source: "SRD 5.1",
90772
90832
  rarity: "rare",
90773
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ivory Goats (Rare_**.These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\\n\\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.",
90833
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Ivory Goats (Rare_**.These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\n\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.",
90774
90834
  type: "wondrous item",
90775
90835
  charges: {
90776
90836
  max: 24
@@ -90783,7 +90843,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90783
90843
  edition: "2014",
90784
90844
  source: "SRD 5.1",
90785
90845
  rarity: "rare",
90786
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can\u2019t be used again until 7 days have passed.",
90846
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can\u2019t be used again until 7 days have passed.",
90787
90847
  type: "wondrous item",
90788
90848
  tier: "major"
90789
90849
  },
@@ -90793,7 +90853,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90793
90853
  edition: "2014",
90794
90854
  source: "SRD 5.1",
90795
90855
  rarity: "very rare",
90796
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\\n\\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.",
90856
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.",
90797
90857
  type: "wondrous item",
90798
90858
  tier: "major"
90799
90859
  },
@@ -90803,7 +90863,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90803
90863
  edition: "2014",
90804
90864
  source: "SRD 5.1",
90805
90865
  rarity: "rare",
90806
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can\u2019t be used again until 7 days have passed.",
90866
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can\u2019t be used again until 7 days have passed.",
90807
90867
  type: "wondrous item",
90808
90868
  tier: "major",
90809
90869
  effects: [
@@ -90818,7 +90878,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90818
90878
  edition: "2014",
90819
90879
  source: "SRD 5.1",
90820
90880
  rarity: "rare",
90821
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.",
90881
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.",
90822
90882
  type: "wondrous item",
90823
90883
  tier: "major"
90824
90884
  },
@@ -90828,7 +90888,7 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90828
90888
  edition: "2014",
90829
90889
  source: "SRD 5.1",
90830
90890
  rarity: "uncommon",
90831
- description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.",
90891
+ description: "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.",
90832
90892
  type: "wondrous item",
90833
90893
  tier: "major"
90834
90894
  },
@@ -90889,7 +90949,13 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90889
90949
  attunement: {
90890
90950
  required: true
90891
90951
  },
90892
- tier: "major"
90952
+ tier: "major",
90953
+ damage_riders: [
90954
+ {
90955
+ amount: "2d6",
90956
+ damage_type: "fire"
90957
+ }
90958
+ ]
90893
90959
  },
90894
90960
  {
90895
90961
  slug: "srd-5e_flame-tongue-longsword",
@@ -90904,7 +90970,13 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90904
90970
  attunement: {
90905
90971
  required: true
90906
90972
  },
90907
- tier: "major"
90973
+ tier: "major",
90974
+ damage_riders: [
90975
+ {
90976
+ amount: "2d6",
90977
+ damage_type: "fire"
90978
+ }
90979
+ ]
90908
90980
  },
90909
90981
  {
90910
90982
  slug: "srd-5e_flame-tongue-rapier",
@@ -90919,7 +90991,13 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90919
90991
  attunement: {
90920
90992
  required: true
90921
90993
  },
90922
- tier: "major"
90994
+ tier: "major",
90995
+ damage_riders: [
90996
+ {
90997
+ amount: "2d6",
90998
+ damage_type: "fire"
90999
+ }
91000
+ ]
90923
91001
  },
90924
91002
  {
90925
91003
  slug: "srd-5e_flame-tongue-shortsword",
@@ -90934,7 +91012,13 @@ When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of
90934
91012
  attunement: {
90935
91013
  required: true
90936
91014
  },
90937
- tier: "major"
91015
+ tier: "major",
91016
+ damage_riders: [
91017
+ {
91018
+ amount: "2d6",
91019
+ damage_type: "fire"
91020
+ }
91021
+ ]
90938
91022
  },
90939
91023
  {
90940
91024
  slug: "srd-5e_folding-boat",
@@ -91777,7 +91861,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91777
91861
  edition: "2014",
91778
91862
  source: "SRD 5.1",
91779
91863
  rarity: "rare",
91780
- description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91864
+ description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100 | Horn Type | Berserkers Summoned | Requirement |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40 | Silver | 2d4 + 2 | None |\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91781
91865
  type: "wondrous item",
91782
91866
  weight: 2,
91783
91867
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91794,7 +91878,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91794
91878
  edition: "2014",
91795
91879
  source: "SRD 5.1",
91796
91880
  rarity: "very rare",
91797
- description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91881
+ description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100 | Horn Type | Berserkers Summoned | Requirement |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40 | Silver | 2d4 + 2 | None |\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91798
91882
  type: "wondrous item",
91799
91883
  weight: 2,
91800
91884
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91811,7 +91895,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91811
91895
  edition: "2014",
91812
91896
  source: "SRD 5.1",
91813
91897
  rarity: "legendary",
91814
- description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91898
+ description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100 | Horn Type | Berserkers Summoned | Requirement |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40 | Silver | 2d4 + 2 | None |\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91815
91899
  type: "wondrous item",
91816
91900
  weight: 2,
91817
91901
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91828,7 +91912,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91828
91912
  edition: "2014",
91829
91913
  source: "SRD 5.1",
91830
91914
  rarity: "rare",
91831
- description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91915
+ description: "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100 | Horn Type | Berserkers Summoned | Requirement |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40 | Silver | 2d4 + 2 | None |\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
91832
91916
  type: "wondrous item",
91833
91917
  weight: 2,
91834
91918
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91893,7 +91977,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91893
91977
  edition: "2014",
91894
91978
  source: "SRD 5.1",
91895
91979
  rarity: "very rare",
91896
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.",
91980
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.",
91897
91981
  type: "wondrous item",
91898
91982
  attunement: {
91899
91983
  required: true
@@ -91906,7 +91990,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91906
91990
  edition: "2014",
91907
91991
  source: "SRD 5.1",
91908
91992
  rarity: "rare",
91909
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Agility (Very Rare)._** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.",
91993
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Agility (Very Rare)._** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.",
91910
91994
  type: "wondrous item",
91911
91995
  attunement: {
91912
91996
  required: true
@@ -91919,7 +92003,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91919
92003
  edition: "2014",
91920
92004
  source: "SRD 5.1",
91921
92005
  rarity: "rare",
91922
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Awareness (Rare)._** You can't be surprised while this dark blue rhomboid orbits your head.",
92006
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Awareness (Rare)._** You can't be surprised while this dark blue rhomboid orbits your head.",
91923
92007
  type: "wondrous item",
91924
92008
  attunement: {
91925
92009
  required: true
@@ -91932,7 +92016,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91932
92016
  edition: "2014",
91933
92017
  source: "SRD 5.1",
91934
92018
  rarity: "legendary",
91935
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Greater Absorption (Legendary)._** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\\n\\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.",
92019
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Greater Absorption (Legendary)._** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.",
91936
92020
  type: "wondrous item",
91937
92021
  attunement: {
91938
92022
  required: true
@@ -91945,7 +92029,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91945
92029
  edition: "2014",
91946
92030
  source: "SRD 5.1",
91947
92031
  rarity: "very rare",
91948
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Insight (Very Rare)._** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.",
92032
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Insight (Very Rare)._** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.",
91949
92033
  type: "wondrous item",
91950
92034
  attunement: {
91951
92035
  required: true
@@ -91958,7 +92042,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91958
92042
  edition: "2014",
91959
92043
  source: "SRD 5.1",
91960
92044
  rarity: "very rare",
91961
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Intellect (Very Rare)._** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.",
92045
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Intellect (Very Rare)._** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.",
91962
92046
  type: "wondrous item",
91963
92047
  attunement: {
91964
92048
  required: true
@@ -91971,7 +92055,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91971
92055
  edition: "2014",
91972
92056
  source: "SRD 5.1",
91973
92057
  rarity: "very rare",
91974
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Leadership (Very Rare)._** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.",
92058
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Leadership (Very Rare)._** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.",
91975
92059
  type: "wondrous item",
91976
92060
  attunement: {
91977
92061
  required: true
@@ -91984,7 +92068,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91984
92068
  edition: "2014",
91985
92069
  source: "SRD 5.1",
91986
92070
  rarity: "legendary",
91987
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Mastery (Legendary)._** Your proficiency bonus increases by 1 while this pale green prism orbits your head.",
92071
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Mastery (Legendary)._** Your proficiency bonus increases by 1 while this pale green prism orbits your head.",
91988
92072
  type: "wondrous item",
91989
92073
  attunement: {
91990
92074
  required: true
@@ -91997,7 +92081,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91997
92081
  edition: "2014",
91998
92082
  source: "SRD 5.1",
91999
92083
  rarity: "rare",
92000
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.",
92084
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.",
92001
92085
  type: "wondrous item",
92002
92086
  attunement: {
92003
92087
  required: true
@@ -92013,7 +92097,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92013
92097
  edition: "2014",
92014
92098
  source: "SRD 5.1",
92015
92099
  rarity: "legendary",
92016
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.",
92100
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.",
92017
92101
  type: "wondrous item",
92018
92102
  attunement: {
92019
92103
  required: true
@@ -92026,7 +92110,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92026
92110
  edition: "2014",
92027
92111
  source: "SRD 5.1",
92028
92112
  rarity: "rare",
92029
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Reserve (Rare)._** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\\n\\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\\n\\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.",
92113
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Reserve (Rare)._** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.",
92030
92114
  type: "wondrous item",
92031
92115
  attunement: {
92032
92116
  required: true
@@ -92039,7 +92123,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92039
92123
  edition: "2014",
92040
92124
  source: "SRD 5.1",
92041
92125
  rarity: "very rare",
92042
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Strength (Very Rare)._** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.",
92126
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Strength (Very Rare)._** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.",
92043
92127
  type: "wondrous item",
92044
92128
  attunement: {
92045
92129
  required: true
@@ -92052,7 +92136,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92052
92136
  edition: "2014",
92053
92137
  source: "SRD 5.1",
92054
92138
  rarity: "rare",
92055
- description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Sustenance (Rare)._** You don't need to eat or drink while this clear spindle orbits your head.",
92139
+ description: "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Sustenance (Rare)._** You don't need to eat or drink while this clear spindle orbits your head.",
92056
92140
  type: "wondrous item",
92057
92141
  attunement: {
92058
92142
  required: true
@@ -93064,7 +93148,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93064
93148
  edition: "2014",
93065
93149
  source: "SRD 5.1",
93066
93150
  rarity: "artifact",
93067
- description: "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\\n\\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\\n\\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\\n\\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\\n\\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\\n\\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\\n\\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\\n\\n* 2 minor beneficial properties\\n* 1 minor detrimental property\\n* 1 major detrimental property\\n\\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\\n\\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\\n\\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\\n\\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.",
93151
+ description: "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.",
93068
93152
  type: "wondrous item",
93069
93153
  weight: 3,
93070
93154
  attunement: {
@@ -93326,7 +93410,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93326
93410
  edition: "2014",
93327
93411
  source: "SRD 5.1",
93328
93412
  rarity: "very rare",
93329
- description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |",
93413
+ description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |",
93330
93414
  type: "potion",
93331
93415
  bonuses: {
93332
93416
  ability_scores: {
@@ -93358,7 +93442,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93358
93442
  edition: "2014",
93359
93443
  source: "SRD 5.1",
93360
93444
  rarity: "rare",
93361
- description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |",
93445
+ description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |",
93362
93446
  type: "wondrous item",
93363
93447
  bonuses: {
93364
93448
  ability_scores: {
@@ -93395,7 +93479,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93395
93479
  edition: "2014",
93396
93480
  source: "SRD 5.1",
93397
93481
  rarity: "rare",
93398
- description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |",
93482
+ description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |",
93399
93483
  type: "potion",
93400
93484
  bonuses: {
93401
93485
  ability_scores: {
@@ -93427,7 +93511,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93427
93511
  edition: "2014",
93428
93512
  source: "SRD 5.1",
93429
93513
  rarity: "uncommon",
93430
- description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |",
93514
+ description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |",
93431
93515
  type: "potion",
93432
93516
  tier: "minor"
93433
93517
  },
@@ -93447,7 +93531,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93447
93531
  edition: "2014",
93448
93532
  source: "SRD 5.1",
93449
93533
  rarity: "common",
93450
- description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |",
93534
+ description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |",
93451
93535
  type: "potion",
93452
93536
  weight: 0.5,
93453
93537
  cost: "50.00",
@@ -93469,7 +93553,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93469
93553
  edition: "2014",
93470
93554
  source: "SRD 5.1",
93471
93555
  rarity: "uncommon",
93472
- description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |",
93556
+ description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |",
93473
93557
  type: "potion",
93474
93558
  bonuses: {
93475
93559
  ability_scores: {
@@ -93550,7 +93634,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93550
93634
  edition: "2014",
93551
93635
  source: "SRD 5.1",
93552
93636
  rarity: "rare",
93553
- description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |",
93637
+ description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |",
93554
93638
  type: "potion",
93555
93639
  bonuses: {
93556
93640
  ability_scores: {
@@ -93572,7 +93656,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93572
93656
  edition: "2014",
93573
93657
  source: "SRD 5.1",
93574
93658
  rarity: "legendary",
93575
- description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |",
93659
+ description: "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |",
93576
93660
  type: "potion",
93577
93661
  bonuses: {
93578
93662
  ability_scores: {
@@ -93594,7 +93678,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93594
93678
  edition: "2014",
93595
93679
  source: "SRD 5.1",
93596
93680
  rarity: "rare",
93597
- description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |",
93681
+ description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |",
93598
93682
  type: "potion",
93599
93683
  tier: "minor"
93600
93684
  },
@@ -93604,7 +93688,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93604
93688
  edition: "2014",
93605
93689
  source: "SRD 5.1",
93606
93690
  rarity: "very rare",
93607
- description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |",
93691
+ description: "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |",
93608
93692
  type: "potion",
93609
93693
  tier: "minor"
93610
93694
  },
@@ -94637,7 +94721,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94637
94721
  edition: "2014",
94638
94722
  source: "SRD 5.1",
94639
94723
  rarity: "common",
94640
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94724
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94641
94725
  type: "scroll",
94642
94726
  tier: "minor"
94643
94727
  },
@@ -94647,7 +94731,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94647
94731
  edition: "2014",
94648
94732
  source: "SRD 5.1",
94649
94733
  rarity: "uncommon",
94650
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94734
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94651
94735
  type: "scroll",
94652
94736
  tier: "minor"
94653
94737
  },
@@ -94657,7 +94741,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94657
94741
  edition: "2014",
94658
94742
  source: "SRD 5.1",
94659
94743
  rarity: "uncommon",
94660
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94744
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94661
94745
  type: "scroll",
94662
94746
  tier: "minor"
94663
94747
  },
@@ -94667,7 +94751,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94667
94751
  edition: "2014",
94668
94752
  source: "SRD 5.1",
94669
94753
  rarity: "rare",
94670
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94754
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94671
94755
  type: "scroll",
94672
94756
  tier: "minor"
94673
94757
  },
@@ -94677,7 +94761,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94677
94761
  edition: "2014",
94678
94762
  source: "SRD 5.1",
94679
94763
  rarity: "rare",
94680
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94764
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94681
94765
  type: "scroll",
94682
94766
  tier: "minor"
94683
94767
  },
@@ -94687,7 +94771,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94687
94771
  edition: "2014",
94688
94772
  source: "SRD 5.1",
94689
94773
  rarity: "very rare",
94690
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94774
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94691
94775
  type: "scroll",
94692
94776
  tier: "minor"
94693
94777
  },
@@ -94697,7 +94781,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94697
94781
  edition: "2014",
94698
94782
  source: "SRD 5.1",
94699
94783
  rarity: "very rare",
94700
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94784
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94701
94785
  type: "scroll",
94702
94786
  tier: "minor"
94703
94787
  },
@@ -94707,7 +94791,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94707
94791
  edition: "2014",
94708
94792
  source: "SRD 5.1",
94709
94793
  rarity: "very rare",
94710
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94794
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94711
94795
  type: "scroll",
94712
94796
  tier: "minor"
94713
94797
  },
@@ -94717,7 +94801,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94717
94801
  edition: "2014",
94718
94802
  source: "SRD 5.1",
94719
94803
  rarity: "legendary",
94720
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94804
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94721
94805
  type: "scroll",
94722
94806
  tier: "minor"
94723
94807
  },
@@ -94727,7 +94811,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94727
94811
  edition: "2014",
94728
94812
  source: "SRD 5.1",
94729
94813
  rarity: "common",
94730
- description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94814
+ description: "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
94731
94815
  type: "scroll",
94732
94816
  tier: "minor"
94733
94817
  },
@@ -95501,7 +95585,13 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
95501
95585
  base_item: "[[SRD 5e/Weapons/Greatsword]]",
95502
95586
  attunement: {
95503
95587
  required: true
95504
- }
95588
+ },
95589
+ damage_riders: [
95590
+ {
95591
+ amount: "2d6",
95592
+ damage_type: "necrotic"
95593
+ }
95594
+ ]
95505
95595
  },
95506
95596
  {
95507
95597
  slug: "srd-5e_sword-of-wounding-longsword",
@@ -95515,7 +95605,13 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
95515
95605
  base_item: "[[SRD 5e/Weapons/Longsword]]",
95516
95606
  attunement: {
95517
95607
  required: true
95518
- }
95608
+ },
95609
+ damage_riders: [
95610
+ {
95611
+ amount: "2d6",
95612
+ damage_type: "necrotic"
95613
+ }
95614
+ ]
95519
95615
  },
95520
95616
  {
95521
95617
  slug: "srd-5e_sword-of-wounding-rapier",
@@ -95529,7 +95625,13 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
95529
95625
  base_item: "[[SRD 5e/Weapons/Rapier]]",
95530
95626
  attunement: {
95531
95627
  required: true
95532
- }
95628
+ },
95629
+ damage_riders: [
95630
+ {
95631
+ amount: "2d6",
95632
+ damage_type: "necrotic"
95633
+ }
95634
+ ]
95533
95635
  },
95534
95636
  {
95535
95637
  slug: "srd-5e_sword-of-wounding-shortsword",
@@ -95543,7 +95645,13 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
95543
95645
  base_item: "[[SRD 5e/Weapons/Shortsword]]",
95544
95646
  attunement: {
95545
95647
  required: true
95546
- }
95648
+ },
95649
+ damage_riders: [
95650
+ {
95651
+ amount: "2d6",
95652
+ damage_type: "necrotic"
95653
+ }
95654
+ ]
95547
95655
  },
95548
95656
  {
95549
95657
  slug: "srd-5e_talisman-of-pure-good",
@@ -104136,7 +104244,13 @@ Table: Deck of Illusions
104136
104244
  base_item: "[[SRD 2024/Weapons/Battleaxe]]",
104137
104245
  attunement: {
104138
104246
  required: true
104139
- }
104247
+ },
104248
+ damage_riders: [
104249
+ {
104250
+ amount: "2d6",
104251
+ damage_type: "fire"
104252
+ }
104253
+ ]
104140
104254
  },
104141
104255
  {
104142
104256
  slug: "srd-2024_flame-tongue-club",
@@ -104150,7 +104264,13 @@ Table: Deck of Illusions
104150
104264
  base_item: "[[SRD 2024/Weapons/Club]]",
104151
104265
  attunement: {
104152
104266
  required: true
104153
- }
104267
+ },
104268
+ damage_riders: [
104269
+ {
104270
+ amount: "2d6",
104271
+ damage_type: "fire"
104272
+ }
104273
+ ]
104154
104274
  },
104155
104275
  {
104156
104276
  slug: "srd-2024_flame-tongue-dagger",
@@ -104164,7 +104284,13 @@ Table: Deck of Illusions
104164
104284
  base_item: "[[SRD 2024/Weapons/Dagger]]",
104165
104285
  attunement: {
104166
104286
  required: true
104167
- }
104287
+ },
104288
+ damage_riders: [
104289
+ {
104290
+ amount: "2d6",
104291
+ damage_type: "fire"
104292
+ }
104293
+ ]
104168
104294
  },
104169
104295
  {
104170
104296
  slug: "srd-2024_flame-tongue-dart",
@@ -104178,7 +104304,13 @@ Table: Deck of Illusions
104178
104304
  base_item: "[[SRD 2024/Weapons/Dart]]",
104179
104305
  attunement: {
104180
104306
  required: true
104181
- }
104307
+ },
104308
+ damage_riders: [
104309
+ {
104310
+ amount: "2d6",
104311
+ damage_type: "fire"
104312
+ }
104313
+ ]
104182
104314
  },
104183
104315
  {
104184
104316
  slug: "srd-2024_flame-tongue-flail",
@@ -104192,7 +104324,13 @@ Table: Deck of Illusions
104192
104324
  base_item: "[[SRD 2024/Weapons/Flail]]",
104193
104325
  attunement: {
104194
104326
  required: true
104195
- }
104327
+ },
104328
+ damage_riders: [
104329
+ {
104330
+ amount: "2d6",
104331
+ damage_type: "fire"
104332
+ }
104333
+ ]
104196
104334
  },
104197
104335
  {
104198
104336
  slug: "srd-2024_flame-tongue-glaive",
@@ -104206,7 +104344,13 @@ Table: Deck of Illusions
104206
104344
  base_item: "[[SRD 2024/Weapons/Glaive]]",
104207
104345
  attunement: {
104208
104346
  required: true
104209
- }
104347
+ },
104348
+ damage_riders: [
104349
+ {
104350
+ amount: "2d6",
104351
+ damage_type: "fire"
104352
+ }
104353
+ ]
104210
104354
  },
104211
104355
  {
104212
104356
  slug: "srd-2024_flame-tongue-greataxe",
@@ -104220,7 +104364,13 @@ Table: Deck of Illusions
104220
104364
  base_item: "[[SRD 2024/Weapons/Greataxe]]",
104221
104365
  attunement: {
104222
104366
  required: true
104223
- }
104367
+ },
104368
+ damage_riders: [
104369
+ {
104370
+ amount: "2d6",
104371
+ damage_type: "fire"
104372
+ }
104373
+ ]
104224
104374
  },
104225
104375
  {
104226
104376
  slug: "srd-2024_flame-tongue-greatclub",
@@ -104234,7 +104384,13 @@ Table: Deck of Illusions
104234
104384
  base_item: "[[SRD 2024/Weapons/Greatclub]]",
104235
104385
  attunement: {
104236
104386
  required: true
104237
- }
104387
+ },
104388
+ damage_riders: [
104389
+ {
104390
+ amount: "2d6",
104391
+ damage_type: "fire"
104392
+ }
104393
+ ]
104238
104394
  },
104239
104395
  {
104240
104396
  slug: "srd-2024_flame-tongue-greatsword",
@@ -104248,7 +104404,13 @@ Table: Deck of Illusions
104248
104404
  base_item: "[[SRD 2024/Weapons/Greatsword]]",
104249
104405
  attunement: {
104250
104406
  required: true
104251
- }
104407
+ },
104408
+ damage_riders: [
104409
+ {
104410
+ amount: "2d6",
104411
+ damage_type: "fire"
104412
+ }
104413
+ ]
104252
104414
  },
104253
104415
  {
104254
104416
  slug: "srd-2024_flame-tongue-halberd",
@@ -104262,7 +104424,13 @@ Table: Deck of Illusions
104262
104424
  base_item: "[[SRD 2024/Weapons/Halberd]]",
104263
104425
  attunement: {
104264
104426
  required: true
104265
- }
104427
+ },
104428
+ damage_riders: [
104429
+ {
104430
+ amount: "2d6",
104431
+ damage_type: "fire"
104432
+ }
104433
+ ]
104266
104434
  },
104267
104435
  {
104268
104436
  slug: "srd-2024_flame-tongue-handaxe",
@@ -104276,7 +104444,13 @@ Table: Deck of Illusions
104276
104444
  base_item: "[[SRD 2024/Weapons/Handaxe]]",
104277
104445
  attunement: {
104278
104446
  required: true
104279
- }
104447
+ },
104448
+ damage_riders: [
104449
+ {
104450
+ amount: "2d6",
104451
+ damage_type: "fire"
104452
+ }
104453
+ ]
104280
104454
  },
104281
104455
  {
104282
104456
  slug: "srd-2024_flame-tongue-javelin",
@@ -104290,7 +104464,13 @@ Table: Deck of Illusions
104290
104464
  base_item: "[[SRD 2024/Weapons/Javelin]]",
104291
104465
  attunement: {
104292
104466
  required: true
104293
- }
104467
+ },
104468
+ damage_riders: [
104469
+ {
104470
+ amount: "2d6",
104471
+ damage_type: "fire"
104472
+ }
104473
+ ]
104294
104474
  },
104295
104475
  {
104296
104476
  slug: "srd-2024_flame-tongue-lance",
@@ -104304,7 +104484,13 @@ Table: Deck of Illusions
104304
104484
  base_item: "[[SRD 2024/Weapons/Lance]]",
104305
104485
  attunement: {
104306
104486
  required: true
104307
- }
104487
+ },
104488
+ damage_riders: [
104489
+ {
104490
+ amount: "2d6",
104491
+ damage_type: "fire"
104492
+ }
104493
+ ]
104308
104494
  },
104309
104495
  {
104310
104496
  slug: "srd-2024_flame-tongue-light-hammer",
@@ -104318,7 +104504,13 @@ Table: Deck of Illusions
104318
104504
  base_item: "[[SRD 2024/Weapons/Light Hammer]]",
104319
104505
  attunement: {
104320
104506
  required: true
104321
- }
104507
+ },
104508
+ damage_riders: [
104509
+ {
104510
+ amount: "2d6",
104511
+ damage_type: "fire"
104512
+ }
104513
+ ]
104322
104514
  },
104323
104515
  {
104324
104516
  slug: "srd-2024_flame-tongue-longsword",
@@ -104332,7 +104524,13 @@ Table: Deck of Illusions
104332
104524
  base_item: "[[SRD 2024/Weapons/Longsword]]",
104333
104525
  attunement: {
104334
104526
  required: true
104335
- }
104527
+ },
104528
+ damage_riders: [
104529
+ {
104530
+ amount: "2d6",
104531
+ damage_type: "fire"
104532
+ }
104533
+ ]
104336
104534
  },
104337
104535
  {
104338
104536
  slug: "srd-2024_flame-tongue-mace",
@@ -104346,7 +104544,13 @@ Table: Deck of Illusions
104346
104544
  base_item: "[[SRD 2024/Weapons/Mace]]",
104347
104545
  attunement: {
104348
104546
  required: true
104349
- }
104547
+ },
104548
+ damage_riders: [
104549
+ {
104550
+ amount: "2d6",
104551
+ damage_type: "fire"
104552
+ }
104553
+ ]
104350
104554
  },
104351
104555
  {
104352
104556
  slug: "srd-2024_flame-tongue-maul",
@@ -104360,7 +104564,13 @@ Table: Deck of Illusions
104360
104564
  base_item: "[[SRD 2024/Weapons/Maul]]",
104361
104565
  attunement: {
104362
104566
  required: true
104363
- }
104567
+ },
104568
+ damage_riders: [
104569
+ {
104570
+ amount: "2d6",
104571
+ damage_type: "fire"
104572
+ }
104573
+ ]
104364
104574
  },
104365
104575
  {
104366
104576
  slug: "srd-2024_flame-tongue-morningstar",
@@ -104374,7 +104584,13 @@ Table: Deck of Illusions
104374
104584
  base_item: "[[SRD 2024/Weapons/Morningstar]]",
104375
104585
  attunement: {
104376
104586
  required: true
104377
- }
104587
+ },
104588
+ damage_riders: [
104589
+ {
104590
+ amount: "2d6",
104591
+ damage_type: "fire"
104592
+ }
104593
+ ]
104378
104594
  },
104379
104595
  {
104380
104596
  slug: "srd-2024_flame-tongue-pike",
@@ -104388,7 +104604,13 @@ Table: Deck of Illusions
104388
104604
  base_item: "[[SRD 2024/Weapons/Pike]]",
104389
104605
  attunement: {
104390
104606
  required: true
104391
- }
104607
+ },
104608
+ damage_riders: [
104609
+ {
104610
+ amount: "2d6",
104611
+ damage_type: "fire"
104612
+ }
104613
+ ]
104392
104614
  },
104393
104615
  {
104394
104616
  slug: "srd-2024_flame-tongue-quarterstaff",
@@ -104402,7 +104624,13 @@ Table: Deck of Illusions
104402
104624
  base_item: "[[SRD 2024/Weapons/Quarterstaff]]",
104403
104625
  attunement: {
104404
104626
  required: true
104405
- }
104627
+ },
104628
+ damage_riders: [
104629
+ {
104630
+ amount: "2d6",
104631
+ damage_type: "fire"
104632
+ }
104633
+ ]
104406
104634
  },
104407
104635
  {
104408
104636
  slug: "srd-2024_flame-tongue-rapier",
@@ -104416,7 +104644,13 @@ Table: Deck of Illusions
104416
104644
  base_item: "[[SRD 2024/Weapons/Rapier]]",
104417
104645
  attunement: {
104418
104646
  required: true
104419
- }
104647
+ },
104648
+ damage_riders: [
104649
+ {
104650
+ amount: "2d6",
104651
+ damage_type: "fire"
104652
+ }
104653
+ ]
104420
104654
  },
104421
104655
  {
104422
104656
  slug: "srd-2024_flame-tongue-scimitar",
@@ -104430,7 +104664,13 @@ Table: Deck of Illusions
104430
104664
  base_item: "[[SRD 2024/Weapons/Scimitar]]",
104431
104665
  attunement: {
104432
104666
  required: true
104433
- }
104667
+ },
104668
+ damage_riders: [
104669
+ {
104670
+ amount: "2d6",
104671
+ damage_type: "fire"
104672
+ }
104673
+ ]
104434
104674
  },
104435
104675
  {
104436
104676
  slug: "srd-2024_flame-tongue-shortsword",
@@ -104444,7 +104684,13 @@ Table: Deck of Illusions
104444
104684
  base_item: "[[SRD 2024/Weapons/Shortsword]]",
104445
104685
  attunement: {
104446
104686
  required: true
104447
- }
104687
+ },
104688
+ damage_riders: [
104689
+ {
104690
+ amount: "2d6",
104691
+ damage_type: "fire"
104692
+ }
104693
+ ]
104448
104694
  },
104449
104695
  {
104450
104696
  slug: "srd-2024_flame-tongue-sickle",
@@ -104458,7 +104704,13 @@ Table: Deck of Illusions
104458
104704
  base_item: "[[SRD 2024/Weapons/Sickle]]",
104459
104705
  attunement: {
104460
104706
  required: true
104461
- }
104707
+ },
104708
+ damage_riders: [
104709
+ {
104710
+ amount: "2d6",
104711
+ damage_type: "fire"
104712
+ }
104713
+ ]
104462
104714
  },
104463
104715
  {
104464
104716
  slug: "srd-2024_flame-tongue-spear",
@@ -104472,7 +104724,13 @@ Table: Deck of Illusions
104472
104724
  base_item: "[[SRD 2024/Weapons/Spear]]",
104473
104725
  attunement: {
104474
104726
  required: true
104475
- }
104727
+ },
104728
+ damage_riders: [
104729
+ {
104730
+ amount: "2d6",
104731
+ damage_type: "fire"
104732
+ }
104733
+ ]
104476
104734
  },
104477
104735
  {
104478
104736
  slug: "srd-2024_flame-tongue-trident",
@@ -104486,7 +104744,13 @@ Table: Deck of Illusions
104486
104744
  base_item: "[[SRD 2024/Weapons/Trident]]",
104487
104745
  attunement: {
104488
104746
  required: true
104489
- }
104747
+ },
104748
+ damage_riders: [
104749
+ {
104750
+ amount: "2d6",
104751
+ damage_type: "fire"
104752
+ }
104753
+ ]
104490
104754
  },
104491
104755
  {
104492
104756
  slug: "srd-2024_flame-tongue-war-pick",
@@ -104500,7 +104764,13 @@ Table: Deck of Illusions
104500
104764
  base_item: "[[SRD 2024/Weapons/War Pick]]",
104501
104765
  attunement: {
104502
104766
  required: true
104503
- }
104767
+ },
104768
+ damage_riders: [
104769
+ {
104770
+ amount: "2d6",
104771
+ damage_type: "fire"
104772
+ }
104773
+ ]
104504
104774
  },
104505
104775
  {
104506
104776
  slug: "srd-2024_flame-tongue-warhammer",
@@ -104514,7 +104784,13 @@ Table: Deck of Illusions
104514
104784
  base_item: "[[SRD 2024/Weapons/Warhammer]]",
104515
104785
  attunement: {
104516
104786
  required: true
104517
- }
104787
+ },
104788
+ damage_riders: [
104789
+ {
104790
+ amount: "2d6",
104791
+ damage_type: "fire"
104792
+ }
104793
+ ]
104518
104794
  },
104519
104795
  {
104520
104796
  slug: "srd-2024_flame-tongue-whip",
@@ -104528,7 +104804,13 @@ Table: Deck of Illusions
104528
104804
  base_item: "[[SRD 2024/Weapons/Whip]]",
104529
104805
  attunement: {
104530
104806
  required: true
104531
- }
104807
+ },
104808
+ damage_riders: [
104809
+ {
104810
+ amount: "2d6",
104811
+ damage_type: "fire"
104812
+ }
104813
+ ]
104532
104814
  },
104533
104815
  {
104534
104816
  slug: "srd-2024_folding-boat",
@@ -105280,7 +105562,13 @@ Table: Deck of Illusions
105280
105562
  base_item: "[[SRD 2024/Weapons/Glaive]]",
105281
105563
  attunement: {
105282
105564
  required: true
105283
- }
105565
+ },
105566
+ damage_riders: [
105567
+ {
105568
+ amount: "2d6",
105569
+ damage_type: "necrotic"
105570
+ }
105571
+ ]
105284
105572
  },
105285
105573
  {
105286
105574
  slug: "srd-2024_glaive-1",
@@ -105515,7 +105803,13 @@ Table: Deck of Illusions
105515
105803
  base_item: "[[SRD 2024/Weapons/Greatsword]]",
105516
105804
  attunement: {
105517
105805
  required: true
105518
- }
105806
+ },
105807
+ damage_riders: [
105808
+ {
105809
+ amount: "2d6",
105810
+ damage_type: "necrotic"
105811
+ }
105812
+ ]
105519
105813
  },
105520
105814
  {
105521
105815
  slug: "srd-2024_greatsword-1",
@@ -107120,7 +107414,13 @@ Table: Deck of Illusions
107120
107414
  base_item: "[[SRD 2024/Weapons/Longsword]]",
107121
107415
  attunement: {
107122
107416
  required: true
107123
- }
107417
+ },
107418
+ damage_riders: [
107419
+ {
107420
+ amount: "2d6",
107421
+ damage_type: "necrotic"
107422
+ }
107423
+ ]
107124
107424
  },
107125
107425
  {
107126
107426
  slug: "srd-2024_longsword-1",
@@ -109078,7 +109378,13 @@ Once you finish creating the golem, the book is consumed in eldritch flames. The
109078
109378
  base_item: "[[SRD 2024/Weapons/Rapier]]",
109079
109379
  attunement: {
109080
109380
  required: true
109081
- }
109381
+ },
109382
+ damage_riders: [
109383
+ {
109384
+ amount: "2d6",
109385
+ damage_type: "necrotic"
109386
+ }
109387
+ ]
109082
109388
  },
109083
109389
  {
109084
109390
  slug: "srd-2024_rapier-1",
@@ -109802,7 +110108,13 @@ Once you finish creating the golem, the book is consumed in eldritch flames. The
109802
110108
  base_item: "[[SRD 2024/Weapons/Scimitar]]",
109803
110109
  attunement: {
109804
110110
  required: true
109805
- }
110111
+ },
110112
+ damage_riders: [
110113
+ {
110114
+ amount: "2d6",
110115
+ damage_type: "necrotic"
110116
+ }
110117
+ ]
109806
110118
  },
109807
110119
  {
109808
110120
  slug: "srd-2024_scimitar-1",
@@ -109976,7 +110288,13 @@ Once you finish creating the golem, the book is consumed in eldritch flames. The
109976
110288
  base_item: "[[SRD 2024/Weapons/Shortsword]]",
109977
110289
  attunement: {
109978
110290
  required: true
109979
- }
110291
+ },
110292
+ damage_riders: [
110293
+ {
110294
+ amount: "2d6",
110295
+ damage_type: "necrotic"
110296
+ }
110297
+ ]
109980
110298
  },
109981
110299
  {
109982
110300
  slug: "srd-2024_shortsword-1",
@@ -116134,6 +116452,176 @@ Once you finish creating the golem, the book is consumed in eldritch flames. The
116134
116452
  },
116135
116453
  description: "When you hit a creature with an attack using this magic weapon, the target takes an extra {@damage 2d6} Necrotic damage and must succeed on a {@dc 15} Constitution saving throw or be unable to regain {@variantrule Hit Points|XPHB} for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.",
116136
116454
  weight: 2
116455
+ },
116456
+ {
116457
+ slug: "srd-2024_spell-scroll-cantrip",
116458
+ name: "Spell Scroll (Cantrip)",
116459
+ edition: "2024",
116460
+ source: "SRD 5.2",
116461
+ rarity: "common",
116462
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116463
+ type: "scroll",
116464
+ scroll_level: 0
116465
+ },
116466
+ {
116467
+ slug: "srd-2024_spell-scroll-1st-level",
116468
+ name: "Spell Scroll (1st Level)",
116469
+ edition: "2024",
116470
+ source: "SRD 5.2",
116471
+ rarity: "common",
116472
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116473
+ type: "scroll",
116474
+ scroll_level: 1
116475
+ },
116476
+ {
116477
+ slug: "srd-2024_spell-scroll-2nd-level",
116478
+ name: "Spell Scroll (2nd Level)",
116479
+ edition: "2024",
116480
+ source: "SRD 5.2",
116481
+ rarity: "uncommon",
116482
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116483
+ type: "scroll",
116484
+ scroll_level: 2
116485
+ },
116486
+ {
116487
+ slug: "srd-2024_spell-scroll-3rd-level",
116488
+ name: "Spell Scroll (3rd Level)",
116489
+ edition: "2024",
116490
+ source: "SRD 5.2",
116491
+ rarity: "uncommon",
116492
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116493
+ type: "scroll",
116494
+ scroll_level: 3
116495
+ },
116496
+ {
116497
+ slug: "srd-2024_spell-scroll-4th-level",
116498
+ name: "Spell Scroll (4th Level)",
116499
+ edition: "2024",
116500
+ source: "SRD 5.2",
116501
+ rarity: "rare",
116502
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116503
+ type: "scroll",
116504
+ scroll_level: 4
116505
+ },
116506
+ {
116507
+ slug: "srd-2024_spell-scroll-5th-level",
116508
+ name: "Spell Scroll (5th Level)",
116509
+ edition: "2024",
116510
+ source: "SRD 5.2",
116511
+ rarity: "rare",
116512
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116513
+ type: "scroll",
116514
+ scroll_level: 5
116515
+ },
116516
+ {
116517
+ slug: "srd-2024_spell-scroll-6th-level",
116518
+ name: "Spell Scroll (6th Level)",
116519
+ edition: "2024",
116520
+ source: "SRD 5.2",
116521
+ rarity: "very rare",
116522
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116523
+ type: "scroll",
116524
+ scroll_level: 6
116525
+ },
116526
+ {
116527
+ slug: "srd-2024_spell-scroll-7th-level",
116528
+ name: "Spell Scroll (7th Level)",
116529
+ edition: "2024",
116530
+ source: "SRD 5.2",
116531
+ rarity: "very rare",
116532
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116533
+ type: "scroll",
116534
+ scroll_level: 7
116535
+ },
116536
+ {
116537
+ slug: "srd-2024_spell-scroll-8th-level",
116538
+ name: "Spell Scroll (8th Level)",
116539
+ edition: "2024",
116540
+ source: "SRD 5.2",
116541
+ rarity: "very rare",
116542
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116543
+ type: "scroll",
116544
+ scroll_level: 8
116545
+ },
116546
+ {
116547
+ slug: "srd-2024_spell-scroll-9th-level",
116548
+ name: "Spell Scroll (9th Level)",
116549
+ edition: "2024",
116550
+ source: "SRD 5.2",
116551
+ rarity: "legendary",
116552
+ description: "A spell scroll bears the words of a single spell inscribed in a mystical cipher. Choose the spell it holds. Reading the scroll casts that spell using the scroll's own save DC and attack bonus; once cast, the words fade and the scroll crumbles to dust.",
116553
+ type: "scroll",
116554
+ scroll_level: 9
116555
+ },
116556
+ {
116557
+ slug: "srd-2024_unidentified-potion",
116558
+ name: "Unidentified Potion",
116559
+ edition: "2024",
116560
+ source: "SRD 5.2",
116561
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116562
+ type: "potion",
116563
+ unidentified: true,
116564
+ masked_category: "potion"
116565
+ },
116566
+ {
116567
+ slug: "srd-2024_unidentified-scroll",
116568
+ name: "Unidentified Scroll",
116569
+ edition: "2024",
116570
+ source: "SRD 5.2",
116571
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116572
+ type: "scroll",
116573
+ unidentified: true,
116574
+ masked_category: "scroll"
116575
+ },
116576
+ {
116577
+ slug: "srd-2024_unidentified-wondrous-item",
116578
+ name: "Unidentified Wondrous Item",
116579
+ edition: "2024",
116580
+ source: "SRD 5.2",
116581
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116582
+ type: "wondrous item",
116583
+ unidentified: true,
116584
+ masked_category: "wondrous item"
116585
+ },
116586
+ {
116587
+ slug: "srd-2024_unidentified-weapon",
116588
+ name: "Unidentified Weapon",
116589
+ edition: "2024",
116590
+ source: "SRD 5.2",
116591
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116592
+ type: "weapon",
116593
+ unidentified: true,
116594
+ masked_category: "weapon"
116595
+ },
116596
+ {
116597
+ slug: "srd-2024_unidentified-armor",
116598
+ name: "Unidentified Armor",
116599
+ edition: "2024",
116600
+ source: "SRD 5.2",
116601
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116602
+ type: "armor",
116603
+ unidentified: true,
116604
+ masked_category: "armor"
116605
+ },
116606
+ {
116607
+ slug: "srd-2024_unidentified-ring",
116608
+ name: "Unidentified Ring",
116609
+ edition: "2024",
116610
+ source: "SRD 5.2",
116611
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116612
+ type: "ring",
116613
+ unidentified: true,
116614
+ masked_category: "ring"
116615
+ },
116616
+ {
116617
+ slug: "srd-2024_unidentified-wand",
116618
+ name: "Unidentified Wand",
116619
+ edition: "2024",
116620
+ source: "SRD 5.2",
116621
+ description: "An unidentified item of unknown properties. Identify it to reveal what it truly is.",
116622
+ type: "wand",
116623
+ unidentified: true,
116624
+ masked_category: "wand"
116137
116625
  }
116138
116626
  ];
116139
116627
 
@@ -135018,7 +135506,23 @@ If another Warlock feature gives you spells that you always have prepared, those
135018
135506
  {
135019
135507
  id: "arcane-recovery",
135020
135508
  name: "Arcane Recovery",
135021
- description: "You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.\n\nOnce you use this feature, you can't do so again until you finish a Long Rest."
135509
+ description: "You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.\n\nOnce you use this feature, you can't do so again until you finish a Long Rest.",
135510
+ resources: [
135511
+ {
135512
+ id: "wizard:arcane-recovery",
135513
+ name: "Arcane Recovery",
135514
+ max_formula: "1",
135515
+ reset: "long-rest",
135516
+ recovery: [
135517
+ {
135518
+ id: "wizard:arcane-recovery-slots",
135519
+ name: "Recover spell slots",
135520
+ amount: "ceil({class_level}/2)",
135521
+ reset: "long-rest"
135522
+ }
135523
+ ]
135524
+ }
135525
+ ]
135022
135526
  },
135023
135527
  {
135024
135528
  id: "ritual-adept",