@rpgengine/system-5e 1.0.0 → 1.1.0

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 (1186) hide show
  1. package/LICENSE.md +41 -41
  2. package/dist/dying.js +28 -10
  3. package/dist/page-style.js +631 -631
  4. package/dist/page.js +6 -6
  5. package/instructions/import.md +1 -1
  6. package/instructions/level-up.md +1 -1
  7. package/instructions/mentor-tutorial.md +1 -1
  8. package/instructions/quest-ends.md +1 -1
  9. package/package.json +10 -5
  10. package/rules/Adventuring.md +228 -228
  11. package/rules/Beyond 1st Level.md +241 -241
  12. package/rules/Combat.md +504 -504
  13. package/rules/Conditions.md +110 -110
  14. package/rules/Diseases.md +41 -41
  15. package/rules/Equipment.md +731 -731
  16. package/rules/Fantasy-Historical Pantheons.md +112 -112
  17. package/rules/Madness.md +72 -72
  18. package/rules/Magic Items.md +142 -142
  19. package/rules/Monsters.md +403 -403
  20. package/rules/Nonplayer Characters.md +15 -15
  21. package/rules/Objects.md +40 -40
  22. package/rules/Poisons.md +64 -64
  23. package/rules/Races.md +33 -33
  24. package/rules/Spellcasting.md +225 -225
  25. package/rules/The Planes of Existence.md +59 -59
  26. package/rules/Traps.md +170 -170
  27. package/rules/Using Ability Scores.md +394 -394
  28. package/versions/srd-5.1/system.yaml +2 -2
  29. package/words/ar.yaml +533 -533
  30. package/words/cs.yaml +533 -533
  31. package/words/da.yaml +533 -533
  32. package/words/de.yaml +533 -533
  33. package/words/el.yaml +533 -533
  34. package/words/en.yaml +20 -20
  35. package/words/es.yaml +533 -533
  36. package/words/fi.yaml +533 -533
  37. package/words/he.yaml +533 -533
  38. package/words/hi.yaml +533 -533
  39. package/words/hu.yaml +533 -533
  40. package/words/is.yaml +533 -533
  41. package/words/it.yaml +575 -575
  42. package/words/ja.yaml +533 -533
  43. package/words/ko.yaml +533 -533
  44. package/words/nb.yaml +533 -533
  45. package/words/nl.yaml +533 -533
  46. package/words/pl.yaml +533 -533
  47. package/words/pt.yaml +533 -533
  48. package/words/ro.yaml +533 -533
  49. package/words/ru.yaml +533 -533
  50. package/words/sv.yaml +533 -533
  51. package/words/tr.yaml +533 -533
  52. package/words/uk.yaml +533 -533
  53. package/words/zh.yaml +533 -533
  54. package/world/creatures/Aboleth.md +66 -66
  55. package/world/creatures/Acolyte.md +37 -37
  56. package/world/creatures/Adult Black Dragon.md +71 -71
  57. package/world/creatures/Adult Blue Dragon.md +68 -68
  58. package/world/creatures/Adult Brass Dragon.md +72 -72
  59. package/world/creatures/Adult Bronze Dragon.md +80 -80
  60. package/world/creatures/Adult Copper Dragon.md +72 -72
  61. package/world/creatures/Adult Gold Dragon.md +80 -80
  62. package/world/creatures/Adult Green Dragon.md +72 -72
  63. package/world/creatures/Adult Red Dragon.md +68 -68
  64. package/world/creatures/Adult Silver Dragon.md +76 -76
  65. package/world/creatures/Adult White Dragon.md +72 -72
  66. package/world/creatures/Air Elemental.md +43 -43
  67. package/world/creatures/Ancient Black Dragon.md +71 -71
  68. package/world/creatures/Ancient Blue Dragon.md +68 -68
  69. package/world/creatures/Ancient Brass Dragon.md +77 -77
  70. package/world/creatures/Ancient Bronze Dragon.md +80 -80
  71. package/world/creatures/Ancient Copper Dragon.md +77 -77
  72. package/world/creatures/Ancient Gold Dragon.md +80 -80
  73. package/world/creatures/Ancient Green Dragon.md +72 -72
  74. package/world/creatures/Ancient Red Dragon.md +68 -68
  75. package/world/creatures/Ancient Silver Dragon.md +76 -76
  76. package/world/creatures/Ancient White Dragon.md +72 -72
  77. package/world/creatures/Androsphinx.md +83 -83
  78. package/world/creatures/Animated Armor.md +39 -39
  79. package/world/creatures/Ankheg.md +31 -31
  80. package/world/creatures/Ape.md +32 -32
  81. package/world/creatures/Archmage.md +63 -63
  82. package/world/creatures/Assassin.md +48 -48
  83. package/world/creatures/Awakened Shrub.md +34 -34
  84. package/world/creatures/Awakened Tree.md +35 -35
  85. package/world/creatures/Axe Beak.md +26 -26
  86. package/world/creatures/Azer.md +40 -40
  87. package/world/creatures/Baboon.md +30 -30
  88. package/world/creatures/Badger.md +31 -31
  89. package/world/creatures/Balor.md +55 -55
  90. package/world/creatures/Bandit Captain.md +45 -45
  91. package/world/creatures/Bandit.md +33 -33
  92. package/world/creatures/Barbed Devil.md +52 -52
  93. package/world/creatures/Basilisk.md +35 -35
  94. package/world/creatures/Bat.md +34 -34
  95. package/world/creatures/Bearded Devil.md +48 -48
  96. package/world/creatures/Behir.md +44 -44
  97. package/world/creatures/Berserker.md +33 -33
  98. package/world/creatures/Black Bear.md +38 -38
  99. package/world/creatures/Black Dragon Wyrmling.md +41 -41
  100. package/world/creatures/Black Pudding.md +46 -46
  101. package/world/creatures/Blink Dog.md +36 -36
  102. package/world/creatures/Blood Hawk.md +36 -36
  103. package/world/creatures/Blue Dragon Wyrmling.md +36 -36
  104. package/world/creatures/Boar.md +33 -33
  105. package/world/creatures/Bone Devil.md +47 -47
  106. package/world/creatures/Brass Dragon Wyrmling.md +40 -40
  107. package/world/creatures/Bronze Dragon Wyrmling.md +45 -45
  108. package/world/creatures/Brown Bear.md +38 -38
  109. package/world/creatures/Bugbear.md +39 -39
  110. package/world/creatures/Bulette.md +37 -37
  111. package/world/creatures/Camel.md +24 -24
  112. package/world/creatures/Cat.md +31 -31
  113. package/world/creatures/Centaur.md +40 -40
  114. package/world/creatures/Chain Devil.md +52 -52
  115. package/world/creatures/Chimera.md +41 -41
  116. package/world/creatures/Chuul.md +45 -45
  117. package/world/creatures/Clay Golem.md +52 -52
  118. package/world/creatures/Cloaker.md +56 -56
  119. package/world/creatures/Cloud Giant.md +46 -46
  120. package/world/creatures/Cockatrice.md +26 -26
  121. package/world/creatures/Commoner.md +27 -27
  122. package/world/creatures/Constrictor Snake.md +29 -29
  123. package/world/creatures/Copper Dragon Wyrmling.md +40 -40
  124. package/world/creatures/Couatl.md +54 -54
  125. package/world/creatures/Crab.md +33 -33
  126. package/world/creatures/Crocodile.md +32 -32
  127. package/world/creatures/Cult Fanatic.md +46 -46
  128. package/world/creatures/Cultist.md +34 -34
  129. package/world/creatures/Darkmantle.md +42 -42
  130. package/world/creatures/Death Dog.md +36 -36
  131. package/world/creatures/Deep Gnome (Svirfneblin).md +46 -46
  132. package/world/creatures/Deer.md +24 -24
  133. package/world/creatures/Deva.md +57 -57
  134. package/world/creatures/Dire Wolf.md +34 -34
  135. package/world/creatures/Djinni.md +50 -50
  136. package/world/creatures/Doppelganger.md +45 -45
  137. package/world/creatures/Draft Horse.md +24 -24
  138. package/world/creatures/Dragon Turtle.md +47 -47
  139. package/world/creatures/Dragonborn.md +58 -58
  140. package/world/creatures/Dretch.md +39 -39
  141. package/world/creatures/Drider.md +58 -58
  142. package/world/creatures/Drow Elf.md +46 -46
  143. package/world/creatures/Druid (creature).md +41 -41
  144. package/world/creatures/Dryad.md +53 -53
  145. package/world/creatures/Duergar.md +45 -45
  146. package/world/creatures/Dust Mephit.md +42 -42
  147. package/world/creatures/Dwarf.md +49 -49
  148. package/world/creatures/Eagle.md +31 -31
  149. package/world/creatures/Earth Elemental.md +44 -44
  150. package/world/creatures/Efreeti.md +48 -48
  151. package/world/creatures/Elephant.md +33 -33
  152. package/world/creatures/Elf.md +44 -44
  153. package/world/creatures/Elk.md +32 -32
  154. package/world/creatures/Erinyes.md +51 -51
  155. package/world/creatures/Ettercap.md +48 -48
  156. package/world/creatures/Ettin.md +42 -42
  157. package/world/creatures/Fire Elemental.md +43 -43
  158. package/world/creatures/Fire Giant.md +35 -35
  159. package/world/creatures/Flesh Golem.md +53 -53
  160. package/world/creatures/Flying Snake.md +34 -34
  161. package/world/creatures/Flying Sword.md +38 -38
  162. package/world/creatures/Frog.md +32 -32
  163. package/world/creatures/Frost Giant.md +35 -35
  164. package/world/creatures/Gargoyle.md +42 -42
  165. package/world/creatures/Gelatinous Cube.md +49 -49
  166. package/world/creatures/Ghast.md +40 -40
  167. package/world/creatures/Ghost.md +49 -49
  168. package/world/creatures/Ghoul.md +31 -31
  169. package/world/creatures/Giant Ape.md +32 -32
  170. package/world/creatures/Giant Badger.md +37 -37
  171. package/world/creatures/Giant Bat.md +34 -34
  172. package/world/creatures/Giant Boar.md +33 -33
  173. package/world/creatures/Giant Centipede.md +27 -27
  174. package/world/creatures/Giant Constrictor Snake.md +30 -30
  175. package/world/creatures/Giant Crab.md +33 -33
  176. package/world/creatures/Giant Crocodile.md +38 -38
  177. package/world/creatures/Giant Eagle.md +40 -40
  178. package/world/creatures/Giant Elk.md +37 -37
  179. package/world/creatures/Giant Fire Beetle.md +33 -33
  180. package/world/creatures/Giant Frog.md +40 -40
  181. package/world/creatures/Giant Goat.md +33 -33
  182. package/world/creatures/Giant Hyena.md +30 -30
  183. package/world/creatures/Giant Lizard.md +29 -29
  184. package/world/creatures/Giant Octopus.md +41 -41
  185. package/world/creatures/Giant Owl.md +38 -38
  186. package/world/creatures/Giant Poisonous Snake.md +27 -27
  187. package/world/creatures/Giant Rat.md +39 -39
  188. package/world/creatures/Giant Scorpion.md +32 -32
  189. package/world/creatures/Giant Sea Horse.md +36 -36
  190. package/world/creatures/Giant Shark.md +38 -38
  191. package/world/creatures/Giant Spider.md +45 -45
  192. package/world/creatures/Giant Toad.md +39 -39
  193. package/world/creatures/Giant Vulture.md +43 -43
  194. package/world/creatures/Giant Wasp.md +25 -25
  195. package/world/creatures/Giant Weasel.md +31 -31
  196. package/world/creatures/Giant Wolf Spider.md +41 -41
  197. package/world/creatures/Gibbering Mouther.md +41 -41
  198. package/world/creatures/Glabrezu.md +48 -48
  199. package/world/creatures/Gladiator.md +49 -49
  200. package/world/creatures/Gnoll.md +38 -38
  201. package/world/creatures/Gnome.md +37 -37
  202. package/world/creatures/Goat.md +32 -32
  203. package/world/creatures/Goblin.md +36 -36
  204. package/world/creatures/Gold Dragon Wyrmling.md +45 -45
  205. package/world/creatures/Gorgon.md +39 -39
  206. package/world/creatures/Gray Ooze.md +42 -42
  207. package/world/creatures/Green Dragon Wyrmling.md +42 -42
  208. package/world/creatures/Green Hag.md +49 -49
  209. package/world/creatures/Grick.md +39 -39
  210. package/world/creatures/Griffon.md +38 -38
  211. package/world/creatures/Grimlock.md +39 -39
  212. package/world/creatures/Guard.md +29 -29
  213. package/world/creatures/Guardian Naga.md +55 -55
  214. package/world/creatures/Gynosphinx.md +72 -72
  215. package/world/creatures/Half-Elf.md +40 -40
  216. package/world/creatures/Half-Orc.md +44 -44
  217. package/world/creatures/Half-Red Dragon Veteran.md +42 -42
  218. package/world/creatures/Halfling.md +39 -39
  219. package/world/creatures/Harpy.md +39 -39
  220. package/world/creatures/Hawk.md +31 -31
  221. package/world/creatures/Hell Hound.md +40 -40
  222. package/world/creatures/Hezrou.md +45 -45
  223. package/world/creatures/High Elf.md +22 -22
  224. package/world/creatures/Hill Dwarf.md +16 -16
  225. package/world/creatures/Hill Giant.md +33 -33
  226. package/world/creatures/Hippogriff.md +37 -37
  227. package/world/creatures/Hobgoblin.md +35 -35
  228. package/world/creatures/Homunculus.md +35 -35
  229. package/world/creatures/Horned Devil.md +49 -49
  230. package/world/creatures/Human.md +29 -29
  231. package/world/creatures/Hunter Shark.md +38 -38
  232. package/world/creatures/Hydra.md +49 -49
  233. package/world/creatures/Hyena.md +30 -30
  234. package/world/creatures/Ice Devil.md +56 -56
  235. package/world/creatures/Ice Mephit.md +45 -45
  236. package/world/creatures/Imp.md +45 -45
  237. package/world/creatures/Invisible Stalker.md +42 -42
  238. package/world/creatures/Iron Golem.md +52 -52
  239. package/world/creatures/Jackal.md +33 -33
  240. package/world/creatures/Killer Whale.md +39 -39
  241. package/world/creatures/Knight.md +48 -48
  242. package/world/creatures/Kobold.md +37 -37
  243. package/world/creatures/Kraken.md +70 -70
  244. package/world/creatures/Lamia.md +46 -46
  245. package/world/creatures/Lemure.md +37 -37
  246. package/world/creatures/Lich.md +84 -84
  247. package/world/creatures/Lightfoot Halfling.md +18 -18
  248. package/world/creatures/Lion.md +42 -42
  249. package/world/creatures/Lizard.md +26 -26
  250. package/world/creatures/Lizardfolk.md +45 -45
  251. package/world/creatures/Mage.md +47 -47
  252. package/world/creatures/Magma Mephit.md +45 -45
  253. package/world/creatures/Magmin.md +37 -37
  254. package/world/creatures/Mammoth.md +35 -35
  255. package/world/creatures/Manticore.md +42 -42
  256. package/world/creatures/Marilith.md +56 -56
  257. package/world/creatures/Mastiff.md +32 -32
  258. package/world/creatures/Medusa.md +46 -46
  259. package/world/creatures/Merfolk.md +32 -32
  260. package/world/creatures/Merrow.md +42 -42
  261. package/world/creatures/Mimic.md +46 -46
  262. package/world/creatures/Minotaur Skeleton.md +38 -38
  263. package/world/creatures/Minotaur.md +42 -42
  264. package/world/creatures/Mule.md +32 -32
  265. package/world/creatures/Mummy Lord.md +83 -83
  266. package/world/creatures/Mummy.md +38 -38
  267. package/world/creatures/Nalfeshnee.md +49 -49
  268. package/world/creatures/Night Hag.md +50 -50
  269. package/world/creatures/Nightmare.md +39 -39
  270. package/world/creatures/Noble.md +36 -36
  271. package/world/creatures/Ochre Jelly.md +42 -42
  272. package/world/creatures/Octopus.md +41 -41
  273. package/world/creatures/Ogre Zombie.md +34 -34
  274. package/world/creatures/Ogre.md +30 -30
  275. package/world/creatures/Oni.md +53 -53
  276. package/world/creatures/Orc.md +36 -36
  277. package/world/creatures/Otyugh.md +42 -42
  278. package/world/creatures/Owl.md +35 -35
  279. package/world/creatures/Owlbear.md +38 -38
  280. package/world/creatures/Panther.md +37 -37
  281. package/world/creatures/Pegasus.md +28 -28
  282. package/world/creatures/Phase Spider.md +41 -41
  283. package/world/creatures/Pit Fiend.md +61 -61
  284. package/world/creatures/Planetar.md +56 -56
  285. package/world/creatures/Plesiosaurus.md +32 -32
  286. package/world/creatures/Poisonous Snake.md +26 -26
  287. package/world/creatures/Polar Bear.md +38 -38
  288. package/world/creatures/Pony.md +24 -24
  289. package/world/creatures/Priest.md +47 -47
  290. package/world/creatures/Pseudodragon.md +44 -44
  291. package/world/creatures/Purple Worm.md +42 -42
  292. package/world/creatures/Quasit.md +44 -44
  293. package/world/creatures/Quipper.md +36 -36
  294. package/world/creatures/Rakshasa.md +45 -45
  295. package/world/creatures/Rat.md +30 -30
  296. package/world/creatures/Raven.md +31 -31
  297. package/world/creatures/Red Dragon Wyrmling.md +36 -36
  298. package/world/creatures/Reef Shark.md +38 -38
  299. package/world/creatures/Remorhaz.md +39 -39
  300. package/world/creatures/Rhinoceros.md +30 -30
  301. package/world/creatures/Riding Horse.md +24 -24
  302. package/world/creatures/Roc.md +39 -39
  303. package/world/creatures/Rock Gnome.md +27 -27
  304. package/world/creatures/Roper.md +48 -48
  305. package/world/creatures/Rug of Smothering.md +38 -38
  306. package/world/creatures/Rust Monster.md +39 -39
  307. package/world/creatures/Saber-Toothed Tiger.md +36 -36
  308. package/world/creatures/Sahuagin.md +49 -49
  309. package/world/creatures/Salamander.md +44 -44
  310. package/world/creatures/Satyr.md +38 -38
  311. package/world/creatures/Scorpion.md +26 -26
  312. package/world/creatures/Scout.md +40 -40
  313. package/world/creatures/Sea Hag.md +46 -46
  314. package/world/creatures/Sea Horse.md +25 -25
  315. package/world/creatures/Shadow.md +45 -45
  316. package/world/creatures/Shambling Mound.md +42 -42
  317. package/world/creatures/Shield Guardian.md +49 -49
  318. package/world/creatures/Shrieker.md +31 -31
  319. package/world/creatures/Silver Dragon Wyrmling.md +39 -39
  320. package/world/creatures/Skeleton.md +33 -33
  321. package/world/creatures/Solar.md +77 -77
  322. package/world/creatures/Specter.md +38 -38
  323. package/world/creatures/Spider.md +38 -38
  324. package/world/creatures/Spirit Naga.md +50 -50
  325. package/world/creatures/Sprite.md +37 -37
  326. package/world/creatures/Spy.md +42 -42
  327. package/world/creatures/Steam Mephit.md +40 -40
  328. package/world/creatures/Stirge.md +29 -29
  329. package/world/creatures/Stone Giant.md +45 -45
  330. package/world/creatures/Stone Golem.md +46 -46
  331. package/world/creatures/Storm Giant.md +51 -51
  332. package/world/creatures/Succubus-Incubus.md +50 -50
  333. package/world/creatures/Swarm of Bats.md +39 -39
  334. package/world/creatures/Swarm of Insects.md +52 -52
  335. package/world/creatures/Swarm of Poisonous Snakes.md +33 -33
  336. package/world/creatures/Swarm of Quippers.md +39 -39
  337. package/world/creatures/Swarm of Rats.md +35 -35
  338. package/world/creatures/Swarm of Ravens.md +33 -33
  339. package/world/creatures/Tarrasque.md +78 -78
  340. package/world/creatures/Thug.md +40 -40
  341. package/world/creatures/Tiefling.md +40 -40
  342. package/world/creatures/Tiger.md +37 -37
  343. package/world/creatures/Treant.md +45 -45
  344. package/world/creatures/Tribal Warrior.md +33 -33
  345. package/world/creatures/Triceratops.md +33 -33
  346. package/world/creatures/Troll.md +42 -42
  347. package/world/creatures/Tyrannosaurus Rex.md +32 -32
  348. package/world/creatures/Unicorn.md +71 -71
  349. package/world/creatures/Vampire Spawn.md +55 -55
  350. package/world/creatures/Vampire.md +93 -93
  351. package/world/creatures/Veteran.md +38 -38
  352. package/world/creatures/Violet Fungus.md +34 -34
  353. package/world/creatures/Vrock.md +49 -49
  354. package/world/creatures/Vulture.md +34 -34
  355. package/world/creatures/Warhorse Skeleton.md +29 -29
  356. package/world/creatures/Warhorse.md +29 -29
  357. package/world/creatures/Water Elemental.md +47 -47
  358. package/world/creatures/Weasel.md +30 -30
  359. package/world/creatures/Werebear.md +45 -45
  360. package/world/creatures/Wereboar.md +45 -45
  361. package/world/creatures/Wererat.md +45 -45
  362. package/world/creatures/Weretiger.md +51 -51
  363. package/world/creatures/Werewolf.md +45 -45
  364. package/world/creatures/White Dragon Wyrmling.md +37 -37
  365. package/world/creatures/Wight.md +47 -47
  366. package/world/creatures/Will-o'-Wisp.md +47 -47
  367. package/world/creatures/Winter Wolf.md +44 -44
  368. package/world/creatures/Wolf.md +34 -34
  369. package/world/creatures/Worg.md +35 -35
  370. package/world/creatures/Wraith.md +41 -41
  371. package/world/creatures/Wyvern.md +37 -37
  372. package/world/creatures/Xorn.md +48 -48
  373. package/world/creatures/Young Black Dragon.md +47 -47
  374. package/world/creatures/Young Blue Dragon.md +42 -42
  375. package/world/creatures/Young Brass Dragon.md +46 -46
  376. package/world/creatures/Young Bronze Dragon.md +51 -51
  377. package/world/creatures/Young Copper Dragon.md +46 -46
  378. package/world/creatures/Young Gold Dragon.md +51 -51
  379. package/world/creatures/Young Green Dragon.md +48 -48
  380. package/world/creatures/Young Red Dragon.md +42 -42
  381. package/world/creatures/Young Silver Dragon.md +45 -45
  382. package/world/creatures/Young White Dragon.md +48 -48
  383. package/world/creatures/Zombie.md +34 -34
  384. package/world/items/Abacus.md +6 -6
  385. package/world/items/Acid.md +9 -9
  386. package/world/items/Adamantine Armor.md +7 -7
  387. package/world/items/Alchemist's Fire.md +9 -9
  388. package/world/items/Alchemist's Supplies.md +8 -8
  389. package/world/items/Ammunition, +1, +2, or +3.md +7 -7
  390. package/world/items/Amulet of Health.md +9 -9
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  1143. package/world/topics/Suggestion.md +19 -19
  1144. package/world/topics/Sunbeam.md +17 -17
  1145. package/world/topics/Sunburst.md +16 -16
  1146. package/world/topics/Symbol.md +36 -36
  1147. package/world/topics/Telekinesis.md +23 -23
  1148. package/world/topics/Telepathic Bond.md +15 -15
  1149. package/world/topics/Teleport.md +38 -38
  1150. package/world/topics/Teleportation Circle.md +16 -16
  1151. package/world/topics/Thaumaturgy.md +21 -21
  1152. package/world/topics/The Fiend.md +47 -47
  1153. package/world/topics/Thief.md +24 -24
  1154. package/world/topics/Thunderwave.md +16 -16
  1155. package/world/topics/Time Stop.md +14 -14
  1156. package/world/topics/Tiny Hut.md +17 -17
  1157. package/world/topics/Tongues.md +12 -12
  1158. package/world/topics/Transport via Plants.md +12 -12
  1159. package/world/topics/Tree Stride.md +15 -15
  1160. package/world/topics/True Polymorph.md +29 -29
  1161. package/world/topics/True Resurrection.md +16 -16
  1162. package/world/topics/True Seeing.md +12 -12
  1163. package/world/topics/True Strike.md +13 -13
  1164. package/world/topics/Unseen Servant.md +17 -17
  1165. package/world/topics/Vampiric Touch.md +15 -15
  1166. package/world/topics/Vicious Mockery.md +14 -14
  1167. package/world/topics/Wall of Fire.md +19 -19
  1168. package/world/topics/Wall of Force.md +15 -15
  1169. package/world/topics/Wall of Ice.md +19 -19
  1170. package/world/topics/Wall of Stone.md +23 -23
  1171. package/world/topics/Wall of Thorns.md +19 -19
  1172. package/world/topics/Warding Bond.md +14 -14
  1173. package/world/topics/Warlock Spells.md +99 -99
  1174. package/world/topics/Warlock.md +283 -283
  1175. package/world/topics/Water Breathing.md +13 -13
  1176. package/world/topics/Water Walk.md +15 -15
  1177. package/world/topics/Way of the Open Hand.md +25 -25
  1178. package/world/topics/Web.md +21 -21
  1179. package/world/topics/Weird.md +13 -13
  1180. package/world/topics/Wind Walk.md +14 -14
  1181. package/world/topics/Wind Wall.md +17 -17
  1182. package/world/topics/Wish.md +26 -26
  1183. package/world/topics/Wizard Spells.md +239 -239
  1184. package/world/topics/Wizard.md +141 -141
  1185. package/world/topics/Word of Recall.md +14 -14
  1186. package/world/topics/Zone of Truth.md +14 -14
@@ -1,141 +1,141 @@
1
- ---
2
- category: class
3
- spellcasting: full
4
- spell-save-dc: "8 + proficiency + wis-mod + bonus-spell-dc"
5
- spell-attack: "proficiency + wis-mod + bonus-spell-attack"
6
- max-prepared: "max(1, wis-mod + item(classes, Cleric))"
7
- hit-die: d8
8
- save-proficiencies: [wis, cha]
9
- armor-proficiencies: [light armor, medium armor, shields]
10
- weapon-proficiencies: [simple weapons]
11
- ---
12
-
13
- **The Cleric**
14
-
15
- | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
16
- |---|---|---|---|---|---|---|---|---|---|---|---|---|
17
- | 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | — | — | — | — | — | — | — | — |
18
- | 2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | — | — | — | — | — | — | — | — |
19
- | 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
20
- | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
21
- | 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
22
- | 6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
23
- | 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
24
- | 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
25
- | 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
26
- | 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
27
- | 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
28
- | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
29
- | 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
30
- | 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
31
- | 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
32
- | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
33
- | 17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
34
- | 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
35
- | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
36
- | 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
37
-
38
- ## Class Features
39
- As a cleric, you gain the following class features.
40
-
41
- ### Hit Points
42
- **Hit Dice:** 1d8 per cleric level
43
-
44
- **Hit Points at 1st Level:** 8 + your Constitution modifier
45
-
46
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st
47
-
48
- ### Proficiencies
49
- **Armor:** Light armor, medium armor, shields
50
-
51
- **Weapons:** Simple weapons
52
-
53
- **Tools:** None
54
-
55
- **Saving Throws:** Wisdom, Charisma
56
-
57
- **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion
58
-
59
- ### Equipment
60
- You start with the following equipment, in addition to the equipment granted by your background:
61
-
62
- - (*a*) a mace or (*b*) a warhammer (if proficient)
63
- - (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)
64
- - (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
65
- - (*a*) a priest's pack or (*b*) an explorer's pack
66
- - A shield and a holy symbol
67
-
68
- ### Spellcasting
69
- As a conduit for divine power, you can cast cleric spells.
70
-
71
- #### Cantrips
72
- At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
73
-
74
- #### Preparing and Casting Spells
75
- The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
76
-
77
- You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
78
-
79
- For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
80
-
81
- You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
82
-
83
- #### Spellcasting Ability
84
- Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
85
-
86
- **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
87
-
88
- **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
89
-
90
- #### Ritual Casting
91
- You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
92
-
93
- #### Spellcasting Focus
94
- You can use a holy symbol (see "Equipment") as a spellcasting focus for your cleric spells.
95
-
96
- ### Divine Domain
97
- Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
98
-
99
- #### Domain Spells
100
- Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
101
-
102
- If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
103
-
104
- ### Channel Divinity
105
- At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
106
-
107
- When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
108
-
109
- Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
110
-
111
- Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
112
-
113
- #### Channel Divinity: Turn Undead
114
- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
115
-
116
- A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
117
-
118
- ### Ability Score Improvement
119
- When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
120
-
121
- ### Destroy Undead
122
- Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
123
-
124
- **Destroy Undead**
125
-
126
- | Cleric Level | Destroys Undead of CR . . . |
127
- |---|---|
128
- | 5th | 1/2 or lower |
129
- | 8th | 1 or lower |
130
- | 11th | 2 or lower |
131
- | 14th | 3 or lower |
132
- | 17th | 4 or lower |
133
-
134
- ### Divine Intervention
135
- Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
136
-
137
- Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
138
-
139
- If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
140
-
141
- At 20th level, your call for intervention succeeds automatically, no roll required.
1
+ ---
2
+ category: class
3
+ spellcasting: full
4
+ spell-save-dc: "8 + proficiency + wis-mod + bonus-spell-dc"
5
+ spell-attack: "proficiency + wis-mod + bonus-spell-attack"
6
+ max-prepared: "max(1, wis-mod + item(classes, Cleric))"
7
+ hit-die: d8
8
+ save-proficiencies: [wis, cha]
9
+ armor-proficiencies: [light armor, medium armor, shields]
10
+ weapon-proficiencies: [simple weapons]
11
+ ---
12
+
13
+ **The Cleric**
14
+
15
+ | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
16
+ |---|---|---|---|---|---|---|---|---|---|---|---|---|
17
+ | 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | — | — | — | — | — | — | — | — |
18
+ | 2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | — | — | — | — | — | — | — | — |
19
+ | 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
20
+ | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
21
+ | 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
22
+ | 6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
23
+ | 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
24
+ | 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
25
+ | 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
26
+ | 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
27
+ | 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
28
+ | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
29
+ | 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
30
+ | 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
31
+ | 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
32
+ | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
33
+ | 17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
34
+ | 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
35
+ | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
36
+ | 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
37
+
38
+ ## Class Features
39
+ As a cleric, you gain the following class features.
40
+
41
+ ### Hit Points
42
+ **Hit Dice:** 1d8 per cleric level
43
+
44
+ **Hit Points at 1st Level:** 8 + your Constitution modifier
45
+
46
+ **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st
47
+
48
+ ### Proficiencies
49
+ **Armor:** Light armor, medium armor, shields
50
+
51
+ **Weapons:** Simple weapons
52
+
53
+ **Tools:** None
54
+
55
+ **Saving Throws:** Wisdom, Charisma
56
+
57
+ **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion
58
+
59
+ ### Equipment
60
+ You start with the following equipment, in addition to the equipment granted by your background:
61
+
62
+ - (*a*) a mace or (*b*) a warhammer (if proficient)
63
+ - (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)
64
+ - (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
65
+ - (*a*) a priest's pack or (*b*) an explorer's pack
66
+ - A shield and a holy symbol
67
+
68
+ ### Spellcasting
69
+ As a conduit for divine power, you can cast cleric spells.
70
+
71
+ #### Cantrips
72
+ At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
73
+
74
+ #### Preparing and Casting Spells
75
+ The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
76
+
77
+ You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
78
+
79
+ For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
80
+
81
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
82
+
83
+ #### Spellcasting Ability
84
+ Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
85
+
86
+ **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
87
+
88
+ **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
89
+
90
+ #### Ritual Casting
91
+ You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
92
+
93
+ #### Spellcasting Focus
94
+ You can use a holy symbol (see "Equipment") as a spellcasting focus for your cleric spells.
95
+
96
+ ### Divine Domain
97
+ Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
98
+
99
+ #### Domain Spells
100
+ Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
101
+
102
+ If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
103
+
104
+ ### Channel Divinity
105
+ At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
106
+
107
+ When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
108
+
109
+ Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
110
+
111
+ Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
112
+
113
+ #### Channel Divinity: Turn Undead
114
+ As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
115
+
116
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
117
+
118
+ ### Ability Score Improvement
119
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
120
+
121
+ ### Destroy Undead
122
+ Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
123
+
124
+ **Destroy Undead**
125
+
126
+ | Cleric Level | Destroys Undead of CR . . . |
127
+ |---|---|
128
+ | 5th | 1/2 or lower |
129
+ | 8th | 1 or lower |
130
+ | 11th | 2 or lower |
131
+ | 14th | 3 or lower |
132
+ | 17th | 4 or lower |
133
+
134
+ ### Divine Intervention
135
+ Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
136
+
137
+ Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
138
+
139
+ If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
140
+
141
+ At 20th level, your call for intervention succeeds automatically, no roll required.
@@ -1,14 +1,14 @@
1
- ---
2
- category: spell
3
- spell-level: 8
4
- school: necromancy
5
- casting-time: 1 hour
6
- range: Touch
7
- components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
8
- duration: Instantaneous
9
- spell-lists: [Wizard]
10
- ---
11
-
12
- This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
13
-
14
- At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
1
+ ---
2
+ category: spell
3
+ spell-level: 8
4
+ school: necromancy
5
+ casting-time: 1 hour
6
+ range: Touch
7
+ components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
8
+ duration: Instantaneous
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
13
+
14
+ At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
@@ -1,19 +1,19 @@
1
- ---
2
- category: spell
3
- spell-level: 5
4
- school: conjuration
5
- casting-time: 1 action
6
- range: 120 feet
7
- components: V, S
8
- duration: Concentration, up to 10 minutes
9
- concentration: true
10
- spell-lists: [Sorcerer, Wizard]
11
- ---
12
-
13
- You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
14
-
15
- When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
16
-
17
- The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
18
-
19
- ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
1
+ ---
2
+ category: spell
3
+ spell-level: 5
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: 120 feet
7
+ components: V, S
8
+ duration: Concentration, up to 10 minutes
9
+ concentration: true
10
+ spell-lists: [Sorcerer, Wizard]
11
+ ---
12
+
13
+ You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
14
+
15
+ When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
16
+
17
+ The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
18
+
19
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
@@ -1,23 +1,23 @@
1
- ---
2
- category: subclass
3
- class: "[[Bard]]"
4
- features: [Bonus Proficiencies 3, Cutting Words 3, Additional Magical Secrets 6, Peerless Skill 14]
5
- ---
6
-
7
- Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
8
-
9
- The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
10
-
11
- The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
12
-
13
- ### Bonus Proficiencies
14
- When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
15
-
16
- ### Cutting Words
17
- Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
18
-
19
- ### Additional Magical Secrets
20
- At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
21
-
22
- ### Peerless Skill
23
- Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
1
+ ---
2
+ category: subclass
3
+ class: "[[Bard]]"
4
+ features: [Bonus Proficiencies 3, Cutting Words 3, Additional Magical Secrets 6, Peerless Skill 14]
5
+ ---
6
+
7
+ Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
8
+
9
+ The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
10
+
11
+ The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
12
+
13
+ ### Bonus Proficiencies
14
+ When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
15
+
16
+ ### Cutting Words
17
+ Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
18
+
19
+ ### Additional Magical Secrets
20
+ At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
21
+
22
+ ### Peerless Skill
23
+ Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
@@ -1,16 +1,16 @@
1
- ---
2
- category: spell
3
- spell-level: 1
4
- school: illusion
5
- casting-time: 1 action
6
- range: Self (15-foot cone)
7
- components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
8
- duration: 1 round
9
- spell-lists: [Sorcerer, Wizard]
10
- ---
11
-
12
- A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
13
-
14
- Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
15
-
16
- ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: illusion
5
+ casting-time: 1 action
6
+ range: Self (15-foot cone)
7
+ components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
8
+ duration: 1 round
9
+ spell-lists: [Sorcerer, Wizard]
10
+ ---
11
+
12
+ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
13
+
14
+ Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
15
+
16
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
@@ -1,26 +1,26 @@
1
- ---
2
- category: spell
3
- spell-level: 1
4
- school: enchantment
5
- casting-time: 1 action
6
- range: 60 feet
7
- components: V
8
- duration: 1 round
9
- spell-lists: [Cleric, Paladin]
10
- ---
11
-
12
- You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
13
-
14
- Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
15
-
16
- ***Approach.*** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
17
-
18
- ***Drop.*** The target drops whatever it is holding and then ends its turn.
19
-
20
- ***Flee.*** The target spends its turn moving away from you by the fastest available means.
21
-
22
- ***Grovel.*** The target falls prone and then ends its turn.
23
-
24
- ***Halt.*** The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
25
-
26
- ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: enchantment
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V
8
+ duration: 1 round
9
+ spell-lists: [Cleric, Paladin]
10
+ ---
11
+
12
+ You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
13
+
14
+ Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
15
+
16
+ ***Approach.*** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
17
+
18
+ ***Drop.*** The target drops whatever it is holding and then ends its turn.
19
+
20
+ ***Flee.*** The target spends its turn moving away from you by the fastest available means.
21
+
22
+ ***Grovel.*** The target falls prone and then ends its turn.
23
+
24
+ ***Halt.*** The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
25
+
26
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
@@ -1,23 +1,23 @@
1
- ---
2
- category: spell
3
- spell-level: 5
4
- school: divination
5
- ritual: true
6
- casting-time: 1 minute
7
- range: Self
8
- components: V, S
9
- duration: Instantaneous
10
- spell-lists: [Druid, Ranger]
11
- ---
12
-
13
- You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
14
-
15
- You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
16
-
17
- - terrain and bodies of water
18
- - prevalent plants, minerals, animals, or peoples
19
- - powerful celestials, fey, fiends, elementals, or undead
20
- - influence from other planes of existence
21
- - buildings
22
-
23
- For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
1
+ ---
2
+ category: spell
3
+ spell-level: 5
4
+ school: divination
5
+ ritual: true
6
+ casting-time: 1 minute
7
+ range: Self
8
+ components: V, S
9
+ duration: Instantaneous
10
+ spell-lists: [Druid, Ranger]
11
+ ---
12
+
13
+ You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
14
+
15
+ You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
16
+
17
+ - terrain and bodies of water
18
+ - prevalent plants, minerals, animals, or peoples
19
+ - powerful celestials, fey, fiends, elementals, or undead
20
+ - influence from other planes of existence
21
+ - buildings
22
+
23
+ For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
@@ -1,17 +1,17 @@
1
- ---
2
- category: spell
3
- spell-level: 5
4
- school: divination
5
- ritual: true
6
- casting-time: 1 minute
7
- range: Self
8
- components: V, S, M (incense and a vial of holy or unholy water)
9
- duration: 1 minute
10
- spell-lists: [Cleric]
11
- ---
12
-
13
- You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
14
-
15
- Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.
16
-
17
- If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
1
+ ---
2
+ category: spell
3
+ spell-level: 5
4
+ school: divination
5
+ ritual: true
6
+ casting-time: 1 minute
7
+ range: Self
8
+ components: V, S, M (incense and a vial of holy or unholy water)
9
+ duration: 1 minute
10
+ spell-lists: [Cleric]
11
+ ---
12
+
13
+ You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
14
+
15
+ Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.
16
+
17
+ If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
@@ -1,15 +1,15 @@
1
- ---
2
- category: spell
3
- spell-level: 1
4
- school: divination
5
- ritual: true
6
- casting-time: 1 action
7
- range: Self
8
- components: V, S, M (a pinch of soot and salt)
9
- duration: 1 hour
10
- spell-lists: [Bard, Sorcerer, Warlock, Wizard]
11
- ---
12
-
13
- For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
14
-
15
- This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: divination
5
+ ritual: true
6
+ casting-time: 1 action
7
+ range: Self
8
+ components: V, S, M (a pinch of soot and salt)
9
+ duration: 1 hour
10
+ spell-lists: [Bard, Sorcerer, Warlock, Wizard]
11
+ ---
12
+
13
+ For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
14
+
15
+ This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.