@archivist-gg/dnd5e 0.1.1 → 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 (65) 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-TPZSPU4L.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-YDPWD2T7.js → chunk-7VJ6BOA5.js} +4 -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-VLKIB33F.js → chunk-K6Q5OUGK.js} +6 -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-ADLTSHOR.js → chunk-TQZB4OCJ.js} +16 -12
  21. package/dist/{chunk-A7T5L7SS.js → chunk-TUIFSVLI.js} +1 -1
  22. package/dist/{chunk-GEJSJP6E.js → chunk-V6SOFUJW.js} +1 -1
  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 +321 -75
  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 +3 -0
  40. package/dist/item/item.schema.js +1 -1
  41. package/dist/item/item.types.d.ts +8 -0
  42. package/dist/pc/pc.decision-engine.js +8 -1
  43. package/dist/pc/pc.equipment.js +7 -3
  44. package/dist/pc/pc.feature-effects.js +9 -2
  45. package/dist/pc/pc.parser.js +1 -1
  46. package/dist/pc/pc.pools.js +8 -3
  47. package/dist/pc/pc.recalc.js +20 -10
  48. package/dist/pc/pc.resolver.d.ts +59 -1
  49. package/dist/pc/pc.resolver.js +20 -342
  50. package/dist/pc/pc.schema.d.ts +21 -0
  51. package/dist/pc/pc.schema.js +1 -1
  52. package/dist/pc/pc.types.d.ts +37 -5
  53. package/dist/race/race.codec.js +5 -5
  54. package/dist/race/race.parser.js +4 -4
  55. package/dist/race/race.schema.js +3 -3
  56. package/dist/schemas/choice-schema.js +1 -1
  57. package/dist/schemas/feature-schema.js +2 -2
  58. package/dist/subclass/subclass.codec.js +5 -5
  59. package/dist/subclass/subclass.parser.js +4 -4
  60. package/dist/subclass/subclass.schema.js +3 -3
  61. package/dist/types/choice.d.ts +5 -0
  62. package/dist/weapon/weapon-mastery.d.ts +3 -0
  63. package/package.json +1 -1
  64. package/dist/chunk-6PXE7T7C.js +0 -79
  65. 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
12
  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
28
  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-TPZSPU4L.js";
49
+ } from "./chunk-4JHOHWBI.js";
50
50
  import {
51
51
  enrichItem
52
52
  } from "./chunk-GJOI2GHP.js";
53
- import "./chunk-YDPWD2T7.js";
54
- import "./chunk-VLKIB33F.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
61
  parseInlineTag
62
62
  } from "./chunk-3TM34RSJ.js";
@@ -67,11 +67,11 @@ import {
67
67
  } from "./chunk-LSLSG67V.js";
68
68
  import {
69
69
  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
76
  import "./chunk-PZOWBI3B.js";
77
77
  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
  },
@@ -91801,7 +91861,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91801
91861
  edition: "2014",
91802
91862
  source: "SRD 5.1",
91803
91863
  rarity: "rare",
91804
- 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.",
91805
91865
  type: "wondrous item",
91806
91866
  weight: 2,
91807
91867
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91818,7 +91878,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91818
91878
  edition: "2014",
91819
91879
  source: "SRD 5.1",
91820
91880
  rarity: "very rare",
91821
- 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.",
91822
91882
  type: "wondrous item",
91823
91883
  weight: 2,
91824
91884
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91835,7 +91895,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91835
91895
  edition: "2014",
91836
91896
  source: "SRD 5.1",
91837
91897
  rarity: "legendary",
91838
- 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.",
91839
91899
  type: "wondrous item",
91840
91900
  weight: 2,
91841
91901
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91852,7 +91912,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91852
91912
  edition: "2014",
91853
91913
  source: "SRD 5.1",
91854
91914
  rarity: "rare",
91855
- 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.",
91856
91916
  type: "wondrous item",
91857
91917
  weight: 2,
91858
91918
  base_item: "[[SRD 5e/Weapons/Horn]]",
@@ -91917,7 +91977,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91917
91977
  edition: "2014",
91918
91978
  source: "SRD 5.1",
91919
91979
  rarity: "very rare",
91920
- 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.",
91921
91981
  type: "wondrous item",
91922
91982
  attunement: {
91923
91983
  required: true
@@ -91930,7 +91990,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91930
91990
  edition: "2014",
91931
91991
  source: "SRD 5.1",
91932
91992
  rarity: "rare",
91933
- 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.",
91934
91994
  type: "wondrous item",
91935
91995
  attunement: {
91936
91996
  required: true
@@ -91943,7 +92003,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91943
92003
  edition: "2014",
91944
92004
  source: "SRD 5.1",
91945
92005
  rarity: "rare",
91946
- 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.",
91947
92007
  type: "wondrous item",
91948
92008
  attunement: {
91949
92009
  required: true
@@ -91956,7 +92016,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91956
92016
  edition: "2014",
91957
92017
  source: "SRD 5.1",
91958
92018
  rarity: "legendary",
91959
- 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.",
91960
92020
  type: "wondrous item",
91961
92021
  attunement: {
91962
92022
  required: true
@@ -91969,7 +92029,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91969
92029
  edition: "2014",
91970
92030
  source: "SRD 5.1",
91971
92031
  rarity: "very rare",
91972
- 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.",
91973
92033
  type: "wondrous item",
91974
92034
  attunement: {
91975
92035
  required: true
@@ -91982,7 +92042,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91982
92042
  edition: "2014",
91983
92043
  source: "SRD 5.1",
91984
92044
  rarity: "very rare",
91985
- 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.",
91986
92046
  type: "wondrous item",
91987
92047
  attunement: {
91988
92048
  required: true
@@ -91995,7 +92055,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
91995
92055
  edition: "2014",
91996
92056
  source: "SRD 5.1",
91997
92057
  rarity: "very rare",
91998
- 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.",
91999
92059
  type: "wondrous item",
92000
92060
  attunement: {
92001
92061
  required: true
@@ -92008,7 +92068,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92008
92068
  edition: "2014",
92009
92069
  source: "SRD 5.1",
92010
92070
  rarity: "legendary",
92011
- 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.",
92012
92072
  type: "wondrous item",
92013
92073
  attunement: {
92014
92074
  required: true
@@ -92021,7 +92081,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92021
92081
  edition: "2014",
92022
92082
  source: "SRD 5.1",
92023
92083
  rarity: "rare",
92024
- 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.",
92025
92085
  type: "wondrous item",
92026
92086
  attunement: {
92027
92087
  required: true
@@ -92037,7 +92097,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92037
92097
  edition: "2014",
92038
92098
  source: "SRD 5.1",
92039
92099
  rarity: "legendary",
92040
- 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.",
92041
92101
  type: "wondrous item",
92042
92102
  attunement: {
92043
92103
  required: true
@@ -92050,7 +92110,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92050
92110
  edition: "2014",
92051
92111
  source: "SRD 5.1",
92052
92112
  rarity: "rare",
92053
- 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.",
92054
92114
  type: "wondrous item",
92055
92115
  attunement: {
92056
92116
  required: true
@@ -92063,7 +92123,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92063
92123
  edition: "2014",
92064
92124
  source: "SRD 5.1",
92065
92125
  rarity: "very rare",
92066
- 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.",
92067
92127
  type: "wondrous item",
92068
92128
  attunement: {
92069
92129
  required: true
@@ -92076,7 +92136,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
92076
92136
  edition: "2014",
92077
92137
  source: "SRD 5.1",
92078
92138
  rarity: "rare",
92079
- 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.",
92080
92140
  type: "wondrous item",
92081
92141
  attunement: {
92082
92142
  required: true
@@ -93088,7 +93148,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93088
93148
  edition: "2014",
93089
93149
  source: "SRD 5.1",
93090
93150
  rarity: "artifact",
93091
- 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.",
93092
93152
  type: "wondrous item",
93093
93153
  weight: 3,
93094
93154
  attunement: {
@@ -93350,7 +93410,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93350
93410
  edition: "2014",
93351
93411
  source: "SRD 5.1",
93352
93412
  rarity: "very rare",
93353
- 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 |",
93354
93414
  type: "potion",
93355
93415
  bonuses: {
93356
93416
  ability_scores: {
@@ -93382,7 +93442,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93382
93442
  edition: "2014",
93383
93443
  source: "SRD 5.1",
93384
93444
  rarity: "rare",
93385
- 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 |",
93386
93446
  type: "wondrous item",
93387
93447
  bonuses: {
93388
93448
  ability_scores: {
@@ -93419,7 +93479,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93419
93479
  edition: "2014",
93420
93480
  source: "SRD 5.1",
93421
93481
  rarity: "rare",
93422
- 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 |",
93423
93483
  type: "potion",
93424
93484
  bonuses: {
93425
93485
  ability_scores: {
@@ -93451,7 +93511,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93451
93511
  edition: "2014",
93452
93512
  source: "SRD 5.1",
93453
93513
  rarity: "uncommon",
93454
- 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 |",
93455
93515
  type: "potion",
93456
93516
  tier: "minor"
93457
93517
  },
@@ -93471,7 +93531,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93471
93531
  edition: "2014",
93472
93532
  source: "SRD 5.1",
93473
93533
  rarity: "common",
93474
- 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 |",
93475
93535
  type: "potion",
93476
93536
  weight: 0.5,
93477
93537
  cost: "50.00",
@@ -93493,7 +93553,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93493
93553
  edition: "2014",
93494
93554
  source: "SRD 5.1",
93495
93555
  rarity: "uncommon",
93496
- 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 |",
93497
93557
  type: "potion",
93498
93558
  bonuses: {
93499
93559
  ability_scores: {
@@ -93574,7 +93634,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93574
93634
  edition: "2014",
93575
93635
  source: "SRD 5.1",
93576
93636
  rarity: "rare",
93577
- 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 |",
93578
93638
  type: "potion",
93579
93639
  bonuses: {
93580
93640
  ability_scores: {
@@ -93596,7 +93656,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93596
93656
  edition: "2014",
93597
93657
  source: "SRD 5.1",
93598
93658
  rarity: "legendary",
93599
- 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 |",
93600
93660
  type: "potion",
93601
93661
  bonuses: {
93602
93662
  ability_scores: {
@@ -93618,7 +93678,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93618
93678
  edition: "2014",
93619
93679
  source: "SRD 5.1",
93620
93680
  rarity: "rare",
93621
- 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 |",
93622
93682
  type: "potion",
93623
93683
  tier: "minor"
93624
93684
  },
@@ -93628,7 +93688,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
93628
93688
  edition: "2014",
93629
93689
  source: "SRD 5.1",
93630
93690
  rarity: "very rare",
93631
- 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 |",
93632
93692
  type: "potion",
93633
93693
  tier: "minor"
93634
93694
  },
@@ -94661,7 +94721,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94661
94721
  edition: "2014",
94662
94722
  source: "SRD 5.1",
94663
94723
  rarity: "common",
94664
- 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.",
94665
94725
  type: "scroll",
94666
94726
  tier: "minor"
94667
94727
  },
@@ -94671,7 +94731,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94671
94731
  edition: "2014",
94672
94732
  source: "SRD 5.1",
94673
94733
  rarity: "uncommon",
94674
- 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.",
94675
94735
  type: "scroll",
94676
94736
  tier: "minor"
94677
94737
  },
@@ -94681,7 +94741,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94681
94741
  edition: "2014",
94682
94742
  source: "SRD 5.1",
94683
94743
  rarity: "uncommon",
94684
- 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.",
94685
94745
  type: "scroll",
94686
94746
  tier: "minor"
94687
94747
  },
@@ -94691,7 +94751,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94691
94751
  edition: "2014",
94692
94752
  source: "SRD 5.1",
94693
94753
  rarity: "rare",
94694
- 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.",
94695
94755
  type: "scroll",
94696
94756
  tier: "minor"
94697
94757
  },
@@ -94701,7 +94761,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94701
94761
  edition: "2014",
94702
94762
  source: "SRD 5.1",
94703
94763
  rarity: "rare",
94704
- 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.",
94705
94765
  type: "scroll",
94706
94766
  tier: "minor"
94707
94767
  },
@@ -94711,7 +94771,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94711
94771
  edition: "2014",
94712
94772
  source: "SRD 5.1",
94713
94773
  rarity: "very rare",
94714
- 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.",
94715
94775
  type: "scroll",
94716
94776
  tier: "minor"
94717
94777
  },
@@ -94721,7 +94781,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94721
94781
  edition: "2014",
94722
94782
  source: "SRD 5.1",
94723
94783
  rarity: "very rare",
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.",
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.",
94725
94785
  type: "scroll",
94726
94786
  tier: "minor"
94727
94787
  },
@@ -94731,7 +94791,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94731
94791
  edition: "2014",
94732
94792
  source: "SRD 5.1",
94733
94793
  rarity: "very rare",
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.",
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.",
94735
94795
  type: "scroll",
94736
94796
  tier: "minor"
94737
94797
  },
@@ -94741,7 +94801,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94741
94801
  edition: "2014",
94742
94802
  source: "SRD 5.1",
94743
94803
  rarity: "legendary",
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.",
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.",
94745
94805
  type: "scroll",
94746
94806
  tier: "minor"
94747
94807
  },
@@ -94751,7 +94811,7 @@ When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon'
94751
94811
  edition: "2014",
94752
94812
  source: "SRD 5.1",
94753
94813
  rarity: "common",
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.",
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.",
94755
94815
  type: "scroll",
94756
94816
  tier: "minor"
94757
94817
  },
@@ -116392,6 +116452,176 @@ Once you finish creating the golem, the book is consumed in eldritch flames. The
116392
116452
  },
116393
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.",
116394
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"
116395
116625
  }
116396
116626
  ];
116397
116627
 
@@ -135276,7 +135506,23 @@ If another Warlock feature gives you spells that you always have prepared, those
135276
135506
  {
135277
135507
  id: "arcane-recovery",
135278
135508
  name: "Arcane Recovery",
135279
- 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
+ ]
135280
135526
  },
135281
135527
  {
135282
135528
  id: "ritual-adept",