rpg-engine 0.0.0-stage → 0.1.1

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 (1886) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +101 -2
  3. package/dist/campaign/create-campaign.d.ts +6 -0
  4. package/dist/campaign/create-campaign.js +71 -0
  5. package/dist/campaign/find-campaign.d.ts +8 -0
  6. package/dist/campaign/find-campaign.js +28 -0
  7. package/dist/campaign/host-files.d.ts +16 -0
  8. package/dist/campaign/host-files.js +134 -0
  9. package/dist/campaign/index.d.ts +5 -0
  10. package/dist/campaign/index.js +6 -0
  11. package/dist/campaign/settings.d.ts +185 -0
  12. package/dist/campaign/settings.js +399 -0
  13. package/dist/campaign/state.d.ts +15 -0
  14. package/dist/campaign/state.js +52 -0
  15. package/dist/cli.d.ts +2 -0
  16. package/dist/cli.js +19 -0
  17. package/dist/command-line.d.ts +7 -0
  18. package/dist/command-line.js +140 -0
  19. package/dist/commands/advance.d.ts +7 -0
  20. package/dist/commands/advance.js +80 -0
  21. package/dist/commands/ask.d.ts +33 -0
  22. package/dist/commands/ask.js +280 -0
  23. package/dist/commands/change.d.ts +69 -0
  24. package/dist/commands/change.js +604 -0
  25. package/dist/commands/config.d.ts +59 -0
  26. package/dist/commands/config.js +512 -0
  27. package/dist/commands/effect-layer.d.ts +22 -0
  28. package/dist/commands/effect-layer.js +84 -0
  29. package/dist/commands/effect.d.ts +27 -0
  30. package/dist/commands/effect.js +369 -0
  31. package/dist/commands/find.d.ts +34 -0
  32. package/dist/commands/find.js +64 -0
  33. package/dist/commands/game-advance.d.ts +50 -0
  34. package/dist/commands/game-advance.js +103 -0
  35. package/dist/commands/game-effects.d.ts +68 -0
  36. package/dist/commands/game-effects.js +196 -0
  37. package/dist/commands/game-environment.d.ts +16 -0
  38. package/dist/commands/game-environment.js +24 -0
  39. package/dist/commands/game-events.d.ts +84 -0
  40. package/dist/commands/game-events.js +325 -0
  41. package/dist/commands/game-experience.d.ts +57 -0
  42. package/dist/commands/game-experience.js +119 -0
  43. package/dist/commands/game-grid-moves.d.ts +33 -0
  44. package/dist/commands/game-grid-moves.js +94 -0
  45. package/dist/commands/game-grids.d.ts +52 -0
  46. package/dist/commands/game-grids.js +162 -0
  47. package/dist/commands/game-here.d.ts +40 -0
  48. package/dist/commands/game-here.js +100 -0
  49. package/dist/commands/game-images.d.ts +31 -0
  50. package/dist/commands/game-images.js +87 -0
  51. package/dist/commands/game-journey.d.ts +62 -0
  52. package/dist/commands/game-journey.js +163 -0
  53. package/dist/commands/game-knowledge.d.ts +32 -0
  54. package/dist/commands/game-knowledge.js +120 -0
  55. package/dist/commands/game-maps.d.ts +20 -0
  56. package/dist/commands/game-maps.js +51 -0
  57. package/dist/commands/game-mode.d.ts +31 -0
  58. package/dist/commands/game-mode.js +128 -0
  59. package/dist/commands/game-money.d.ts +17 -0
  60. package/dist/commands/game-money.js +55 -0
  61. package/dist/commands/game-moods.d.ts +22 -0
  62. package/dist/commands/game-moods.js +32 -0
  63. package/dist/commands/game-moves.d.ts +14 -0
  64. package/dist/commands/game-moves.js +43 -0
  65. package/dist/commands/game-open.d.ts +18 -0
  66. package/dist/commands/game-open.js +47 -0
  67. package/dist/commands/game-outside.d.ts +14 -0
  68. package/dist/commands/game-outside.js +151 -0
  69. package/dist/commands/game-positions.d.ts +52 -0
  70. package/dist/commands/game-positions.js +244 -0
  71. package/dist/commands/game-quests.d.ts +46 -0
  72. package/dist/commands/game-quests.js +97 -0
  73. package/dist/commands/game-recipes.d.ts +34 -0
  74. package/dist/commands/game-recipes.js +109 -0
  75. package/dist/commands/game-reminders.d.ts +22 -0
  76. package/dist/commands/game-reminders.js +74 -0
  77. package/dist/commands/game-roads.d.ts +90 -0
  78. package/dist/commands/game-roads.js +284 -0
  79. package/dist/commands/game-rules.d.ts +17 -0
  80. package/dist/commands/game-rules.js +30 -0
  81. package/dist/commands/game-saves.d.ts +59 -0
  82. package/dist/commands/game-saves.js +249 -0
  83. package/dist/commands/game-scene.d.ts +69 -0
  84. package/dist/commands/game-scene.js +285 -0
  85. package/dist/commands/game-thresholds.d.ts +13 -0
  86. package/dist/commands/game-thresholds.js +41 -0
  87. package/dist/commands/game-time.d.ts +17 -0
  88. package/dist/commands/game-time.js +42 -0
  89. package/dist/commands/game-view-journal.d.ts +145 -0
  90. package/dist/commands/game-view-journal.js +129 -0
  91. package/dist/commands/game-view-map.d.ts +78 -0
  92. package/dist/commands/game-view-map.js +266 -0
  93. package/dist/commands/game-view-place.d.ts +160 -0
  94. package/dist/commands/game-view-place.js +388 -0
  95. package/dist/commands/game-world.d.ts +60 -0
  96. package/dist/commands/game-world.js +204 -0
  97. package/dist/commands/image.d.ts +19 -0
  98. package/dist/commands/image.js +185 -0
  99. package/dist/commands/index.d.ts +3 -0
  100. package/dist/commands/index.js +57 -0
  101. package/dist/commands/init.d.ts +23 -0
  102. package/dist/commands/init.js +44 -0
  103. package/dist/commands/install.d.ts +23 -0
  104. package/dist/commands/install.js +68 -0
  105. package/dist/commands/instructions.d.ts +4 -0
  106. package/dist/commands/instructions.js +97 -0
  107. package/dist/commands/mode.d.ts +23 -0
  108. package/dist/commands/mode.js +84 -0
  109. package/dist/commands/mood.d.ts +34 -0
  110. package/dist/commands/mood.js +113 -0
  111. package/dist/commands/move.d.ts +34 -0
  112. package/dist/commands/move.js +274 -0
  113. package/dist/commands/notes.d.ts +10 -0
  114. package/dist/commands/notes.js +37 -0
  115. package/dist/commands/page-counters.d.ts +24 -0
  116. package/dist/commands/page-counters.js +84 -0
  117. package/dist/commands/parts.d.ts +16 -0
  118. package/dist/commands/parts.js +49 -0
  119. package/dist/commands/problems.d.ts +5 -0
  120. package/dist/commands/problems.js +47 -0
  121. package/dist/commands/progression.d.ts +68 -0
  122. package/dist/commands/progression.js +206 -0
  123. package/dist/commands/rename.d.ts +16 -0
  124. package/dist/commands/rename.js +116 -0
  125. package/dist/commands/reveal.d.ts +25 -0
  126. package/dist/commands/reveal.js +193 -0
  127. package/dist/commands/roll.d.ts +56 -0
  128. package/dist/commands/roll.js +302 -0
  129. package/dist/commands/route.d.ts +19 -0
  130. package/dist/commands/route.js +110 -0
  131. package/dist/commands/rules.d.ts +48 -0
  132. package/dist/commands/rules.js +194 -0
  133. package/dist/commands/save.d.ts +68 -0
  134. package/dist/commands/save.js +141 -0
  135. package/dist/commands/scene.d.ts +105 -0
  136. package/dist/commands/scene.js +741 -0
  137. package/dist/commands/sheet.d.ts +136 -0
  138. package/dist/commands/sheet.js +445 -0
  139. package/dist/commands/show.d.ts +76 -0
  140. package/dist/commands/show.js +216 -0
  141. package/dist/commands/status.d.ts +54 -0
  142. package/dist/commands/status.js +291 -0
  143. package/dist/commands/translate.d.ts +23 -0
  144. package/dist/commands/translate.js +108 -0
  145. package/dist/commands/travel.d.ts +47 -0
  146. package/dist/commands/travel.js +457 -0
  147. package/dist/commands/validate.d.ts +4 -0
  148. package/dist/commands/validate.js +25 -0
  149. package/dist/commands/view.d.ts +272 -0
  150. package/dist/commands/view.js +623 -0
  151. package/dist/commands/worked-out.d.ts +116 -0
  152. package/dist/commands/worked-out.js +704 -0
  153. package/dist/commands/write.d.ts +51 -0
  154. package/dist/commands/write.js +1017 -0
  155. package/dist/core/command-reference.d.ts +6 -0
  156. package/dist/core/command-reference.js +47 -0
  157. package/dist/core/context.d.ts +140 -0
  158. package/dist/core/context.js +28 -0
  159. package/dist/core/field-kind.d.ts +6 -0
  160. package/dist/core/field-kind.js +5 -0
  161. package/dist/core/files.d.ts +4 -0
  162. package/dist/core/files.js +30 -0
  163. package/dist/core/formula.d.ts +164 -0
  164. package/dist/core/formula.js +590 -0
  165. package/dist/core/frozen.d.ts +2 -0
  166. package/dist/core/frozen.js +11 -0
  167. package/dist/core/length.d.ts +27 -0
  168. package/dist/core/length.js +49 -0
  169. package/dist/core/log.d.ts +27 -0
  170. package/dist/core/log.js +38 -0
  171. package/dist/core/memo.d.ts +2 -0
  172. package/dist/core/memo.js +17 -0
  173. package/dist/core/mood.d.ts +6 -0
  174. package/dist/core/mood.js +11 -0
  175. package/dist/core/problem.d.ts +6 -0
  176. package/dist/core/problem.js +1 -0
  177. package/dist/core/progression-rule.d.ts +21 -0
  178. package/dist/core/progression-rule.js +2 -0
  179. package/dist/core/registry.d.ts +31 -0
  180. package/dist/core/registry.js +25 -0
  181. package/dist/core/session-store.d.ts +90 -0
  182. package/dist/core/session-store.js +289 -0
  183. package/dist/core/store.d.ts +83 -0
  184. package/dist/core/store.js +224 -0
  185. package/dist/core/text.d.ts +12 -0
  186. package/dist/core/text.js +32 -0
  187. package/dist/core/version.d.ts +2 -0
  188. package/dist/core/version.js +6 -0
  189. package/dist/core/yaml-file.d.ts +10 -0
  190. package/dist/core/yaml-file.js +42 -0
  191. package/dist/counters/counter.d.ts +36 -0
  192. package/dist/counters/counter.js +59 -0
  193. package/dist/counters/index.d.ts +1 -0
  194. package/dist/counters/index.js +2 -0
  195. package/dist/dashboard/address.js +43 -0
  196. package/dist/dashboard/api.js +185 -0
  197. package/dist/dashboard/app.js +217 -0
  198. package/dist/dashboard/asked.js +132 -0
  199. package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
  200. package/dist/dashboard/assets/dice/dice.glb +0 -0
  201. package/dist/dashboard/assets/dice/dice.json +1 -0
  202. package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
  203. package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
  204. package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
  205. package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
  206. package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
  207. package/dist/dashboard/assets/favicon.svg +7 -0
  208. package/dist/dashboard/assets/icon-180.png +0 -0
  209. package/dist/dashboard/assets/icon-32.png +0 -0
  210. package/dist/dashboard/assets/master.svg +71 -0
  211. package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
  212. package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
  213. package/dist/dashboard/card.js +61 -0
  214. package/dist/dashboard/columns.js +37 -0
  215. package/dist/dashboard/combat.js +72 -0
  216. package/dist/dashboard/data.js +3 -0
  217. package/dist/dashboard/dice/burn.js +200 -0
  218. package/dist/dashboard/dice/celebration.js +199 -0
  219. package/dist/dashboard/dice/floor-cracks.js +149 -0
  220. package/dist/dashboard/dice/frost.js +51 -0
  221. package/dist/dashboard/dice/load.js +66 -0
  222. package/dist/dashboard/dice/models.js +138 -0
  223. package/dist/dashboard/dice/pool.js +49 -0
  224. package/dist/dashboard/dice/roller.js +101 -0
  225. package/dist/dashboard/dice/sets.js +49 -0
  226. package/dist/dashboard/dice/sounds.js +102 -0
  227. package/dist/dashboard/dice/stage.js +355 -0
  228. package/dist/dashboard/dice/throw.js +242 -0
  229. package/dist/dashboard/dice/tray.js +365 -0
  230. package/dist/dashboard/faces.js +16 -0
  231. package/dist/dashboard/footer.js +17 -0
  232. package/dist/dashboard/free-rolls.js +41 -0
  233. package/dist/dashboard/game-words.js +164 -0
  234. package/dist/dashboard/glass.js +12 -0
  235. package/dist/dashboard/guide/ar.md +308 -0
  236. package/dist/dashboard/guide/cs.md +308 -0
  237. package/dist/dashboard/guide/da.md +308 -0
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  248. package/dist/dashboard/guide/it.md +308 -0
  249. package/dist/dashboard/guide/ja.md +308 -0
  250. package/dist/dashboard/guide/ko.md +308 -0
  251. package/dist/dashboard/guide/nb.md +308 -0
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  255. package/dist/dashboard/guide/ro.md +308 -0
  256. package/dist/dashboard/guide/ru.md +308 -0
  257. package/dist/dashboard/guide/sv.md +308 -0
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  259. package/dist/dashboard/guide/uk.md +308 -0
  260. package/dist/dashboard/guide/zh.md +308 -0
  261. package/dist/dashboard/guide-blocks.js +72 -0
  262. package/dist/dashboard/guide-markdown.js +63 -0
  263. package/dist/dashboard/help.js +92 -0
  264. package/dist/dashboard/i18n/ar.json +670 -0
  265. package/dist/dashboard/i18n/cs.json +670 -0
  266. package/dist/dashboard/i18n/da.json +670 -0
  267. package/dist/dashboard/i18n/de.json +670 -0
  268. package/dist/dashboard/i18n/el.json +670 -0
  269. package/dist/dashboard/i18n/es.json +670 -0
  270. package/dist/dashboard/i18n/fi.json +670 -0
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  283. package/dist/dashboard/i18n/ro.json +670 -0
  284. package/dist/dashboard/i18n/ru.json +670 -0
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  289. package/dist/dashboard/icons.js +123 -0
  290. package/dist/dashboard/journal.js +188 -0
  291. package/dist/dashboard/labels.js +226 -0
  292. package/dist/dashboard/language-choice.js +83 -0
  293. package/dist/dashboard/languages.js +144 -0
  294. package/dist/dashboard/layout.js +93 -0
  295. package/dist/dashboard/map-sheet.js +32 -0
  296. package/dist/dashboard/map-symbols.js +79 -0
  297. package/dist/dashboard/markdown.js +72 -0
  298. package/dist/dashboard/master.js +69 -0
  299. package/dist/dashboard/mood-faces.js +16 -0
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  301. package/dist/dashboard/notes.js +203 -0
  302. package/dist/dashboard/notices.js +24 -0
  303. package/dist/dashboard/pages.js +32 -0
  304. package/dist/dashboard/party.js +65 -0
  305. package/dist/dashboard/place-map-view.js +362 -0
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  310. package/dist/dashboard/rolls.js +240 -0
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  312. package/dist/dashboard/scene.js +63 -0
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  322. package/dist/dashboard/widgets.js +69 -0
  323. package/dist/dashboard/world-map.js +523 -0
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  325. package/dist/dashboard-server.d.ts +38 -0
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@@ -0,0 +1,9 @@
1
+ ---
2
+ category: wand
3
+ rarity: rare
4
+ attunement: by a spellcaster
5
+ ---
6
+
7
+ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
8
+
9
+ The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
@@ -0,0 +1,9 @@
1
+ ---
2
+ category: wand
3
+ rarity: very rare
4
+ attunement: by a spellcaster
5
+ ---
6
+
7
+ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *polymorph* spell (save DC 15) from it.
8
+
9
+ The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
@@ -0,0 +1,6 @@
1
+ ---
2
+ category: wand
3
+ rarity: uncommon
4
+ ---
5
+
6
+ The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
@@ -0,0 +1,9 @@
1
+ ---
2
+ category: wand
3
+ rarity: uncommon
4
+ attunement: by a spellcaster
5
+ ---
6
+
7
+ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *web* spell (save DC 15) from it.
8
+
9
+ The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
@@ -0,0 +1,38 @@
1
+ ---
2
+ category: wand
3
+ rarity: rare
4
+ attunement: by a spellcaster
5
+ ---
6
+
7
+ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
8
+
9
+ If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.
10
+
11
+ If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
12
+
13
+ The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
14
+
15
+ | d100 | Effect |
16
+ |---|---|
17
+ | 01–05 | You cast slow. |
18
+ | 06–10 | You cast faerie fire. |
19
+ | 11–15 | You are stunned until the start of your next turn, believing something awesome just happened. |
20
+ | 16–20 | You cast gust of wind. |
21
+ | 21–25 | You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. |
22
+ | 26–30 | You cast stinking cloud. |
23
+ | 31–33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |
24
+ | 34–36 | An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. |
25
+ | 37–46 | You cast lightning bolt. |
26
+ | 47–49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |
27
+ | 50–53 | You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target. |
28
+ | 54–58 | You cast darkness. |
29
+ | 59–62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |
30
+ | 63–65 | An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |
31
+ | 66–69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |
32
+ | 70–79 | You cast fireball. |
33
+ | 80–84 | You cast invisibility on yourself. |
34
+ | 85–87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |
35
+ | 88–90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |
36
+ | 91–95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
37
+ | 96–97 | The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |
38
+ | 98–00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: wand
3
+ rarity: "uncommon (+1), rare (+2), or very rare (+3)"
4
+ attunement: by a spellcaster
5
+ ---
6
+
7
+ While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: arcane focus
3
+ cost: 10 gp
4
+ weight: 1 lb
5
+ ---
6
+
7
+ An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
@@ -0,0 +1,9 @@
1
+ ---
2
+ category: martial melee weapon
3
+ cost: 5 gp
4
+ damage: 1d8 piercing
5
+ weight: 2 lb
6
+ bonus: 0
7
+ attack: "str-mod + proficiency * max(has(weapon-proficiencies, martial weapons), has(weapon-proficiencies, War Pick), has(weapon-proficiencies, war picks)) + bonus"
8
+ damage-roll: "1d8 + str-mod + bonus + 2 * has(fighting-styles, Dueling) piercing"
9
+ ---
@@ -0,0 +1,10 @@
1
+ ---
2
+ category: martial melee weapon
3
+ cost: 15 gp
4
+ damage: 1d8 bludgeoning
5
+ weight: 2 lb
6
+ properties: [versatile (1d10)]
7
+ bonus: 0
8
+ attack: "str-mod + proficiency * max(has(weapon-proficiencies, martial weapons), has(weapon-proficiencies, Warhammer), has(weapon-proficiencies, warhammers)) + bonus"
9
+ damage-roll: "1d8 + str-mod + bonus + 2 * has(fighting-styles, Dueling) bludgeoning"
10
+ ---
@@ -0,0 +1,5 @@
1
+ ---
2
+ category: waterborne vehicle
3
+ cost: "25,000 gp"
4
+ speed: 3.75 km/h
5
+ ---
@@ -0,0 +1,5 @@
1
+ ---
2
+ category: adventuring gear
3
+ cost: 2 sp
4
+ weight: 5 lb (full)
5
+ ---
@@ -0,0 +1,6 @@
1
+ ---
2
+ category: weapon (any)
3
+ rarity: "uncommon (+1), rare (+2), or very rare (+3)"
4
+ ---
5
+
6
+ You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: artisan's tools
3
+ cost: 1 gp
4
+ weight: 5 lb
5
+ ---
6
+
7
+ These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
@@ -0,0 +1,8 @@
1
+ ---
2
+ category: wondrous item
3
+ rarity: legendary
4
+ ---
5
+
6
+ This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
7
+
8
+ You can use an action to unfold and place the *well of many worlds* on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once *well of many worlds* has opened a portal, it can’t do so again for 1d8 hours.
@@ -0,0 +1,5 @@
1
+ ---
2
+ category: adventuring gear
3
+ cost: 1 cp
4
+ weight: 1 lb
5
+ ---
@@ -0,0 +1,10 @@
1
+ ---
2
+ category: martial melee weapon
3
+ cost: 2 gp
4
+ damage: 1d4 slashing
5
+ weight: 3 lb
6
+ properties: [finesse, reach]
7
+ bonus: 0
8
+ attack: "max(str-mod, dex-mod) + proficiency * max(has(weapon-proficiencies, martial weapons), has(weapon-proficiencies, Whip), has(weapon-proficiencies, whips)) + bonus"
9
+ damage-roll: "1d4 + max(str-mod, dex-mod) + bonus + 2 * has(fighting-styles, Dueling) slashing"
10
+ ---
@@ -0,0 +1,6 @@
1
+ ---
2
+ category: wondrous item
3
+ rarity: uncommon
4
+ ---
5
+
6
+ While holding this fan, you can use an action to cast the *gust of wind* spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
@@ -0,0 +1,9 @@
1
+ ---
2
+ category: wondrous item
3
+ rarity: uncommon
4
+ attunement: true
5
+ ---
6
+
7
+ While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
8
+
9
+ The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: wondrous item
3
+ rarity: rare
4
+ attunement: true
5
+ ---
6
+
7
+ While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours.
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: artisan's tools
3
+ cost: 1 gp
4
+ weight: 5 lb
5
+ ---
6
+
7
+ These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: druidic focus
3
+ cost: 5 gp
4
+ weight: 4 lb
5
+ ---
6
+
7
+ A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
@@ -0,0 +1,7 @@
1
+ ---
2
+ category: druidic focus
3
+ cost: 10 gp
4
+ weight: 1 lb
5
+ ---
6
+
7
+ A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
@@ -0,0 +1,14 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: evocation
5
+ casting-time: 1 action
6
+ range: 90 feet
7
+ components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
8
+ duration: Instantaneous
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
13
+
14
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
@@ -0,0 +1,14 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 0
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Sorcerer, Wizard]
10
+ ---
11
+
12
+ You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
13
+
14
+ This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
@@ -0,0 +1,103 @@
1
+ ---
2
+ aliases: [Acolyte background]
3
+ category: background
4
+ skill-proficiencies: [Insight, Religion]
5
+ ---
6
+
7
+ You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
8
+
9
+ Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
10
+
11
+ ### Skill Proficiencies
12
+ Insight, Religion
13
+
14
+ ### Languages
15
+ Two of your choice
16
+
17
+ ### Equipment
18
+ A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
19
+
20
+ ### Feature: Shelter of the Faithful
21
+ As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
22
+
23
+ You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
24
+
25
+ ### Suggested Characteristics
26
+ Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
27
+
28
+ **Personality Trait**
29
+
30
+ | d8 | Personality Trait |
31
+ |---|---|
32
+ | 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |
33
+ | 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
34
+ | 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |
35
+ | 4 | Nothing can shake my optimistic attitude. |
36
+ | 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
37
+ | 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
38
+ | 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |
39
+ | 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |
40
+
41
+ **Ideal**
42
+
43
+ | d6 | Ideal |
44
+ |---|---|
45
+ | 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
46
+ | 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |
47
+ | 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
48
+ | 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |
49
+ | 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |
50
+ | 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |
51
+
52
+ **Bond**
53
+
54
+ | d6 | Bond |
55
+ |---|---|
56
+ | 1 | I would die to recover an ancient relic of my faith that was lost long ago. |
57
+ | 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
58
+ | 3 | I owe my life to the priest who took me in when my parents died. |
59
+ | 4 | Everything I do is for the common people. |
60
+ | 5 | I will do anything to protect the temple where I served. |
61
+ | 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
62
+
63
+ **Flaw**
64
+
65
+ | d6 | Flaw |
66
+ |---|---|
67
+ | 1 | I judge others harshly, and myself even more severely. |
68
+ | 2 | I put too much trust in those who wield power within my temple's hierarchy. |
69
+ | 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
70
+ | 4 | I am inflexible in my thinking. |
71
+ | 5 | I am suspicious of strangers and expect the worst of them. |
72
+ | 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
73
+
74
+ ## Backgrounds
75
+ Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
76
+
77
+ Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
78
+
79
+ The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
80
+
81
+ **Proficiencies**
82
+
83
+ Each background gives a character proficiency in two skills (described in "Using Ability Scores").
84
+
85
+ In addition, most backgrounds give a character proficiency with one or more tools (detailed in "Equipment").
86
+
87
+ If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.
88
+
89
+ **Languages**
90
+
91
+ Some backgrounds also allow characters to learn additional languages beyond those given by race. See "Languages."
92
+
93
+ **Equipment**
94
+
95
+ Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.
96
+
97
+ **Suggested Characteristics**
98
+
99
+ A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.
100
+
101
+ **Customizing a Background**
102
+
103
+ You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.
@@ -0,0 +1,14 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: abjuration
5
+ casting-time: 1 action
6
+ range: 30 feet
7
+ components: V, S, M (a tiny strip of white cloth)
8
+ duration: 8 hours
9
+ spell-lists: [Cleric, Paladin]
10
+ ---
11
+
12
+ Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
13
+
14
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
@@ -0,0 +1,17 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: abjuration
5
+ ritual: true
6
+ casting-time: 1 minute
7
+ range: 30 feet
8
+ components: V, S, M (a tiny bell and a piece of fine silver wire)
9
+ duration: 8 hours
10
+ spell-lists: [Ranger, Wizard]
11
+ ---
12
+
13
+ You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
14
+
15
+ A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
16
+
17
+ An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
@@ -0,0 +1,19 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: Self
7
+ components: V, S
8
+ duration: Concentration, up to 1 hour
9
+ concentration: true
10
+ spell-lists: [Sorcerer, Wizard]
11
+ ---
12
+
13
+ You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
14
+
15
+ ***Aquatic Adaptation.*** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
16
+
17
+ ***Change Appearance.*** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
18
+
19
+ ***Natural Weapons.*** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
@@ -0,0 +1,14 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: enchantment
5
+ casting-time: 1 action
6
+ range: 30 feet
7
+ components: V, S, M (a morsel of food)
8
+ duration: 24 hours
9
+ spell-lists: [Bard, Druid, Ranger]
10
+ ---
11
+
12
+ This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.
13
+
14
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st.
@@ -0,0 +1,17 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: enchantment
5
+ ritual: true
6
+ casting-time: 1 action
7
+ range: 30 feet
8
+ components: V, S, M (a morsel of food)
9
+ duration: 24 hours
10
+ spell-lists: [Bard, Druid, Ranger]
11
+ ---
12
+
13
+ By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
14
+
15
+ When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
16
+
17
+ ***At Higher Levels.*** If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
@@ -0,0 +1,17 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 8
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: 30 feet
7
+ components: V, S
8
+ duration: Concentration, up to 24 hours
9
+ concentration: true
10
+ spell-lists: [Druid]
11
+ ---
12
+
13
+ Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
14
+
15
+ The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.
16
+
17
+ The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
@@ -0,0 +1,18 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 3
4
+ school: necromancy
5
+ casting-time: 1 minute
6
+ range: 10 feet
7
+ components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
8
+ duration: Instantaneous
9
+ spell-lists: [Cleric, Wizard]
10
+ ---
11
+
12
+ This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
13
+
14
+ On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
15
+
16
+ The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
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+ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
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1
+ ---
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+ category: spell
3
+ spell-level: 5
4
+ school: transmutation
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+ casting-time: 1 action
6
+ range: 120 feet
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+ components: V, S
8
+ duration: Concentration, up to 1 minute
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+ concentration: true
10
+ spell-lists: [Bard, Sorcerer, Wizard]
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+ ---
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+
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+ Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
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+
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+ As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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+
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+ **Animated Object Statistics**
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+
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+ | Size | HP | AC | Attack | Str | Dex |
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+ |---|---|---|---|---|---|
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+ | Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
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+ | Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
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+ | Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
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+ | Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |
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+ | Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |
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+
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+ An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
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+
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+ If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
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+
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+ ***At Higher Levels.*** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
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+ ---
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+ category: spell
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+ spell-level: 5
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+ school: abjuration
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+ casting-time: 1 action
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+ range: Self (10-foot radius)
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+ components: V, S
8
+ duration: Concentration, up to 1 hour
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+ concentration: true
10
+ spell-lists: [Druid]
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+ ---
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+
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+ A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
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+
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+ The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
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+
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+ If you move so that an affected creature is forced to pass through the barrier, the spell ends.
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+ ---
2
+ category: spell
3
+ spell-level: 8
4
+ school: abjuration
5
+ casting-time: 1 action
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+ range: Self (10-foot-radius sphere)
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+ components: V, S, M (a pinch of powdered iron or iron filings)
8
+ duration: Concentration, up to 1 hour
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+ concentration: true
10
+ spell-lists: [Cleric, Wizard]
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+ ---
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+
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+ A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
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+
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+ Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
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+
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+ ***Targeted Effects.*** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
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+
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+ ***Areas of Magic.*** The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
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+
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+ ***Spells.*** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
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+
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+ ***Magic Items.*** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
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+
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+ A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
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+
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+ ***Magical Travel.*** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
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+
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+ ***Creatures and Objects.*** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
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+
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+ ***Dispel Magic.*** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
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+ ---
2
+ aliases: [Antipathy/Sympathy]
3
+ category: spell
4
+ spell-level: 8
5
+ school: enchantment
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+ casting-time: 1 hour
7
+ range: 60 feet
8
+ components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
9
+ duration: 10 days
10
+ spell-lists: [Druid, Wizard]
11
+ ---
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+
13
+ This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.
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+
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+ ***Antipathy.*** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
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+
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+ ***Sympathy.*** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target.
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+
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+ If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
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+
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+ ***Ending the Effect.*** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
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+
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+ A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.