@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
@@ -1,173 +1,173 @@
1
- ---
2
- category: class
3
- spellcasting: half
4
- spell-save-dc: "8 + proficiency + cha-mod + table(half-caster-start, item(classes, Paladin)) + bonus-spell-dc"
5
- spell-attack: "proficiency + cha-mod + table(half-caster-start, item(classes, Paladin)) + bonus-spell-attack"
6
- max-prepared: "max(1, cha-mod + floor(item(classes, Paladin) / 2)) + table(half-caster-start, item(classes, Paladin))"
7
- hit-die: d10
8
- save-proficiencies: [wis, cha]
9
- armor-proficiencies: [all armor, shields]
10
- weapon-proficiencies: [simple weapons, martial weapons]
11
- ---
12
-
13
- **The Paladin**
14
-
15
- | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
16
- |---|---|---|---|---|---|---|---|
17
- | 1st | +2 | Divine Sense, Lay on Hands | — | — | — | — | — |
18
- | 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | — | — | — | — |
19
- | 3rd | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — |
20
- | 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
21
- | 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
22
- | 6th | +3 | Aura of Protection | 4 | 2 | — | — | — |
23
- | 7th | +3 | Sacred Oath feature | 4 | 3 | — | — | — |
24
- | 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
25
- | 9th | +4 | — | 4 | 3 | 2 | — | — |
26
- | 10th | +4 | Aura of Courage | 4 | 3 | 2 | — | — |
27
- | 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — |
28
- | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
29
- | 13th | +5 | — | 4 | 3 | 3 | 1 | — |
30
- | 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
31
- | 15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | — |
32
- | 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
33
- | 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
34
- | 18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
35
- | 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
36
- | 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
37
-
38
- ## Class Features
39
- As a paladin, you gain the following class features.
40
-
41
- ### Hit Points
42
- **Hit Dice:** 1d10 per paladin level
43
-
44
- **Hit Points at 1st Level:** 10 + your Constitution modifier
45
-
46
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st
47
-
48
- ### Proficiencies
49
- **Armor:** All armor, shields
50
-
51
- **Weapons:** Simple weapons, martial weapons
52
-
53
- **Tools:** None
54
-
55
- **Saving Throws:** Wisdom, Charisma
56
-
57
- **Skills:** Choose two from Athletics, Insight, Intimidation, 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 martial weapon and a shield or (*b*) two martial weapons
63
- - (*a*) five javelins or (*b*) any simple melee weapon
64
- - (*a*) a priest's pack or (*b*) an explorer's pack
65
- - Chain mail and a holy symbol
66
-
67
- ### Divine Sense
68
- The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell.
69
-
70
- You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
71
-
72
- ### Lay on Hands
73
- Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
74
-
75
- As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
76
-
77
- Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
78
-
79
- This feature has no effect on undead and constructs.
80
-
81
- ### Fighting Style
82
- At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
83
-
84
- #### Defense
85
- While you are wearing armor, you gain a +1 bonus to AC.
86
-
87
- #### Dueling
88
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
89
-
90
- #### Great Weapon Fighting
91
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
92
-
93
- #### Protection
94
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
95
-
96
- ### Spellcasting
97
- By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
98
-
99
- #### Preparing and Casting Spells
100
- The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
101
-
102
- You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
103
-
104
- For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
105
-
106
- You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
107
-
108
- #### Spellcasting Ability
109
- Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
110
-
111
- **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
112
-
113
- **Spell attack modifier** = your proficiency bonus + your Charisma modifier
114
-
115
- #### Spellcasting Focus
116
- You can use a holy symbol as a spellcasting focus for your paladin spells.
117
-
118
- ### Divine Smite
119
- Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
120
-
121
- ### Divine Health
122
- By 3rd level, the divine magic flowing through you makes you immune to disease.
123
-
124
- ### Sacred Oath
125
- When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.
126
-
127
- Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
128
-
129
- #### Oath Spells
130
- Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
131
-
132
- If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
133
-
134
- #### Channel Divinity
135
- Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
136
-
137
- When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
138
-
139
- Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
140
-
141
- ### Ability Score Improvement
142
- 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.
143
-
144
- ### Extra Attack
145
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
146
-
147
- ### Aura of Protection
148
- Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
149
-
150
- At 18th level, the range of this aura increases to 30 feet.
151
-
152
- ### Aura of Courage
153
- Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
154
-
155
- At 18th level, the range of this aura increases to 30 feet.
156
-
157
- ### Improved Divine Smite
158
- By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
159
-
160
- ### Cleansing Touch
161
- Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
162
-
163
- You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
164
-
165
- ## Sacred Oaths
166
- Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.
167
-
168
- ## Breaking Your Oath
169
- A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
170
-
171
- A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
172
-
173
- If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.
1
+ ---
2
+ category: class
3
+ spellcasting: half
4
+ spell-save-dc: "8 + proficiency + cha-mod + table(half-caster-start, item(classes, Paladin)) + bonus-spell-dc"
5
+ spell-attack: "proficiency + cha-mod + table(half-caster-start, item(classes, Paladin)) + bonus-spell-attack"
6
+ max-prepared: "max(1, cha-mod + floor(item(classes, Paladin) / 2)) + table(half-caster-start, item(classes, Paladin))"
7
+ hit-die: d10
8
+ save-proficiencies: [wis, cha]
9
+ armor-proficiencies: [all armor, shields]
10
+ weapon-proficiencies: [simple weapons, martial weapons]
11
+ ---
12
+
13
+ **The Paladin**
14
+
15
+ | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
16
+ |---|---|---|---|---|---|---|---|
17
+ | 1st | +2 | Divine Sense, Lay on Hands | — | — | — | — | — |
18
+ | 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | — | — | — | — |
19
+ | 3rd | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — |
20
+ | 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
21
+ | 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
22
+ | 6th | +3 | Aura of Protection | 4 | 2 | — | — | — |
23
+ | 7th | +3 | Sacred Oath feature | 4 | 3 | — | — | — |
24
+ | 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
25
+ | 9th | +4 | — | 4 | 3 | 2 | — | — |
26
+ | 10th | +4 | Aura of Courage | 4 | 3 | 2 | — | — |
27
+ | 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — |
28
+ | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
29
+ | 13th | +5 | — | 4 | 3 | 3 | 1 | — |
30
+ | 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
31
+ | 15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | — |
32
+ | 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
33
+ | 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
34
+ | 18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
35
+ | 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
36
+ | 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
37
+
38
+ ## Class Features
39
+ As a paladin, you gain the following class features.
40
+
41
+ ### Hit Points
42
+ **Hit Dice:** 1d10 per paladin level
43
+
44
+ **Hit Points at 1st Level:** 10 + your Constitution modifier
45
+
46
+ **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st
47
+
48
+ ### Proficiencies
49
+ **Armor:** All armor, shields
50
+
51
+ **Weapons:** Simple weapons, martial weapons
52
+
53
+ **Tools:** None
54
+
55
+ **Saving Throws:** Wisdom, Charisma
56
+
57
+ **Skills:** Choose two from Athletics, Insight, Intimidation, 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 martial weapon and a shield or (*b*) two martial weapons
63
+ - (*a*) five javelins or (*b*) any simple melee weapon
64
+ - (*a*) a priest's pack or (*b*) an explorer's pack
65
+ - Chain mail and a holy symbol
66
+
67
+ ### Divine Sense
68
+ The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell.
69
+
70
+ You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
71
+
72
+ ### Lay on Hands
73
+ Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
74
+
75
+ As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
76
+
77
+ Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
78
+
79
+ This feature has no effect on undead and constructs.
80
+
81
+ ### Fighting Style
82
+ At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
83
+
84
+ #### Defense
85
+ While you are wearing armor, you gain a +1 bonus to AC.
86
+
87
+ #### Dueling
88
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
89
+
90
+ #### Great Weapon Fighting
91
+ When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
92
+
93
+ #### Protection
94
+ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
95
+
96
+ ### Spellcasting
97
+ By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
98
+
99
+ #### Preparing and Casting Spells
100
+ The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
101
+
102
+ You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
103
+
104
+ For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
105
+
106
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
107
+
108
+ #### Spellcasting Ability
109
+ Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
110
+
111
+ **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
112
+
113
+ **Spell attack modifier** = your proficiency bonus + your Charisma modifier
114
+
115
+ #### Spellcasting Focus
116
+ You can use a holy symbol as a spellcasting focus for your paladin spells.
117
+
118
+ ### Divine Smite
119
+ Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
120
+
121
+ ### Divine Health
122
+ By 3rd level, the divine magic flowing through you makes you immune to disease.
123
+
124
+ ### Sacred Oath
125
+ When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.
126
+
127
+ Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
128
+
129
+ #### Oath Spells
130
+ Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
131
+
132
+ If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
133
+
134
+ #### Channel Divinity
135
+ Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
136
+
137
+ When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
138
+
139
+ Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
140
+
141
+ ### Ability Score Improvement
142
+ 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.
143
+
144
+ ### Extra Attack
145
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
146
+
147
+ ### Aura of Protection
148
+ Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
149
+
150
+ At 18th level, the range of this aura increases to 30 feet.
151
+
152
+ ### Aura of Courage
153
+ Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
154
+
155
+ At 18th level, the range of this aura increases to 30 feet.
156
+
157
+ ### Improved Divine Smite
158
+ By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
159
+
160
+ ### Cleansing Touch
161
+ Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
162
+
163
+ You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
164
+
165
+ ## Sacred Oaths
166
+ Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.
167
+
168
+ ## Breaking Your Oath
169
+ A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
170
+
171
+ A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
172
+
173
+ If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.
@@ -1,13 +1,13 @@
1
- ---
2
- category: spell
3
- spell-level: 2
4
- school: abjuration
5
- casting-time: 1 action
6
- range: Self
7
- components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
8
- duration: Concentration, up to 1 hour
9
- concentration: true
10
- spell-lists: [Druid, Ranger]
11
- ---
12
-
13
- A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: abjuration
5
+ casting-time: 1 action
6
+ range: Self
7
+ components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
8
+ duration: Concentration, up to 1 hour
9
+ concentration: true
10
+ spell-lists: [Druid, Ranger]
11
+ ---
12
+
13
+ A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
@@ -1,14 +1,14 @@
1
- ---
2
- category: spell
3
- spell-level: 5
4
- school: transmutation
5
- casting-time: 1 action
6
- range: 30 feet
7
- components: V, S, M (a pinch of sesame seeds)
8
- duration: 1 hour
9
- spell-lists: [Wizard]
10
- ---
11
-
12
- A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
13
-
14
- When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
1
+ ---
2
+ category: spell
3
+ spell-level: 5
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: 30 feet
7
+ components: V, S, M (a pinch of sesame seeds)
8
+ duration: 1 hour
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
13
+
14
+ When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
@@ -1,21 +1,21 @@
1
- ---
2
- category: subclass
3
- class: "[[Barbarian]]"
4
- features: [Frenzy 3, Mindless Rage 6, Intimidating Presence 10, Retaliation 14]
5
- ---
6
-
7
- For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
8
-
9
- ### Frenzy
10
- Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).
11
-
12
- ### Mindless Rage
13
- Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
14
-
15
- ### Intimidating Presence
16
- Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
17
-
18
- If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
19
-
20
- ### Retaliation
21
- Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
1
+ ---
2
+ category: subclass
3
+ class: "[[Barbarian]]"
4
+ features: [Frenzy 3, Mindless Rage 6, Intimidating Presence 10, Retaliation 14]
5
+ ---
6
+
7
+ For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
8
+
9
+ ### Frenzy
10
+ Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).
11
+
12
+ ### Mindless Rage
13
+ Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
14
+
15
+ ### Intimidating Presence
16
+ Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
17
+
18
+ If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
19
+
20
+ ### Retaliation
21
+ Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
@@ -1,15 +1,15 @@
1
- ---
2
- category: spell
3
- spell-level: 4
4
- school: illusion
5
- casting-time: 1 action
6
- range: 120 feet
7
- components: V, S
8
- duration: Concentration, up to 1 minute
9
- concentration: true
10
- spell-lists: [Wizard]
11
- ---
12
-
13
- You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
14
-
15
- ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
1
+ ---
2
+ category: spell
3
+ spell-level: 4
4
+ school: illusion
5
+ casting-time: 1 action
6
+ range: 120 feet
7
+ components: V, S
8
+ duration: Concentration, up to 1 minute
9
+ concentration: true
10
+ spell-lists: [Wizard]
11
+ ---
12
+
13
+ You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
14
+
15
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
@@ -1,15 +1,15 @@
1
- ---
2
- category: spell
3
- spell-level: 3
4
- school: illusion
5
- ritual: true
6
- casting-time: 1 minute
7
- range: 30 feet
8
- components: V, S
9
- duration: 1 hour
10
- spell-lists: [Wizard]
11
- ---
12
-
13
- A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
14
-
15
- For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
1
+ ---
2
+ category: spell
3
+ spell-level: 3
4
+ school: illusion
5
+ ritual: true
6
+ casting-time: 1 minute
7
+ range: 30 feet
8
+ components: V, S
9
+ duration: 1 hour
10
+ spell-lists: [Wizard]
11
+ ---
12
+
13
+ A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
14
+
15
+ For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
@@ -1,22 +1,22 @@
1
- ---
2
- category: spell
3
- spell-level: 6
4
- school: conjuration
5
- casting-time: 10 minutes
6
- range: 60 feet
7
- components: V, S
8
- duration: Instantaneous
9
- spell-lists: [Cleric]
10
- ---
11
-
12
- You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice).
13
-
14
- When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
15
-
16
- Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
17
-
18
- As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
19
-
20
- After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
21
-
22
- A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
1
+ ---
2
+ category: spell
3
+ spell-level: 6
4
+ school: conjuration
5
+ casting-time: 10 minutes
6
+ range: 60 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Cleric]
10
+ ---
11
+
12
+ You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice).
13
+
14
+ When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
15
+
16
+ Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
17
+
18
+ As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
19
+
20
+ After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
21
+
22
+ A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
@@ -1,16 +1,16 @@
1
- ---
2
- category: spell
3
- spell-level: 5
4
- school: abjuration
5
- casting-time: 1 hour
6
- range: 60 feet
7
- components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
8
- duration: 24 hours
9
- spell-lists: [Bard, Cleric, Druid, Wizard]
10
- ---
11
-
12
- With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
13
-
14
- A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
15
-
16
- ***At Higher Levels.*** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
1
+ ---
2
+ category: spell
3
+ spell-level: 5
4
+ school: abjuration
5
+ casting-time: 1 hour
6
+ range: 60 feet
7
+ components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
8
+ duration: 24 hours
9
+ spell-lists: [Bard, Cleric, Druid, Wizard]
10
+ ---
11
+
12
+ With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
13
+
14
+ A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
15
+
16
+ ***At Higher Levels.*** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.