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.
- package/LICENSE +21 -0
- package/README.md +101 -2
- package/dist/campaign/create-campaign.d.ts +6 -0
- package/dist/campaign/create-campaign.js +71 -0
- package/dist/campaign/find-campaign.d.ts +8 -0
- package/dist/campaign/find-campaign.js +28 -0
- package/dist/campaign/host-files.d.ts +16 -0
- package/dist/campaign/host-files.js +134 -0
- package/dist/campaign/index.d.ts +5 -0
- package/dist/campaign/index.js +6 -0
- package/dist/campaign/settings.d.ts +185 -0
- package/dist/campaign/settings.js +399 -0
- package/dist/campaign/state.d.ts +15 -0
- package/dist/campaign/state.js +52 -0
- package/dist/cli.d.ts +2 -0
- package/dist/cli.js +19 -0
- package/dist/command-line.d.ts +7 -0
- package/dist/command-line.js +140 -0
- package/dist/commands/advance.d.ts +7 -0
- package/dist/commands/advance.js +80 -0
- package/dist/commands/ask.d.ts +33 -0
- package/dist/commands/ask.js +280 -0
- package/dist/commands/change.d.ts +69 -0
- package/dist/commands/change.js +604 -0
- package/dist/commands/config.d.ts +59 -0
- package/dist/commands/config.js +512 -0
- package/dist/commands/effect-layer.d.ts +22 -0
- package/dist/commands/effect-layer.js +84 -0
- package/dist/commands/effect.d.ts +27 -0
- package/dist/commands/effect.js +369 -0
- package/dist/commands/find.d.ts +34 -0
- package/dist/commands/find.js +64 -0
- package/dist/commands/game-advance.d.ts +50 -0
- package/dist/commands/game-advance.js +103 -0
- package/dist/commands/game-effects.d.ts +68 -0
- package/dist/commands/game-effects.js +196 -0
- package/dist/commands/game-environment.d.ts +16 -0
- package/dist/commands/game-environment.js +24 -0
- package/dist/commands/game-events.d.ts +84 -0
- package/dist/commands/game-events.js +325 -0
- package/dist/commands/game-experience.d.ts +57 -0
- package/dist/commands/game-experience.js +119 -0
- package/dist/commands/game-grid-moves.d.ts +33 -0
- package/dist/commands/game-grid-moves.js +94 -0
- package/dist/commands/game-grids.d.ts +52 -0
- package/dist/commands/game-grids.js +162 -0
- package/dist/commands/game-here.d.ts +40 -0
- package/dist/commands/game-here.js +100 -0
- package/dist/commands/game-images.d.ts +31 -0
- package/dist/commands/game-images.js +87 -0
- package/dist/commands/game-journey.d.ts +62 -0
- package/dist/commands/game-journey.js +163 -0
- package/dist/commands/game-knowledge.d.ts +32 -0
- package/dist/commands/game-knowledge.js +120 -0
- package/dist/commands/game-maps.d.ts +20 -0
- package/dist/commands/game-maps.js +51 -0
- package/dist/commands/game-mode.d.ts +31 -0
- package/dist/commands/game-mode.js +128 -0
- package/dist/commands/game-money.d.ts +17 -0
- package/dist/commands/game-money.js +55 -0
- package/dist/commands/game-moods.d.ts +22 -0
- package/dist/commands/game-moods.js +32 -0
- package/dist/commands/game-moves.d.ts +14 -0
- package/dist/commands/game-moves.js +43 -0
- package/dist/commands/game-open.d.ts +18 -0
- package/dist/commands/game-open.js +47 -0
- package/dist/commands/game-outside.d.ts +14 -0
- package/dist/commands/game-outside.js +151 -0
- package/dist/commands/game-positions.d.ts +52 -0
- package/dist/commands/game-positions.js +244 -0
- package/dist/commands/game-quests.d.ts +46 -0
- package/dist/commands/game-quests.js +97 -0
- package/dist/commands/game-recipes.d.ts +34 -0
- package/dist/commands/game-recipes.js +109 -0
- package/dist/commands/game-reminders.d.ts +22 -0
- package/dist/commands/game-reminders.js +74 -0
- package/dist/commands/game-roads.d.ts +90 -0
- package/dist/commands/game-roads.js +284 -0
- package/dist/commands/game-rules.d.ts +17 -0
- package/dist/commands/game-rules.js +30 -0
- package/dist/commands/game-saves.d.ts +59 -0
- package/dist/commands/game-saves.js +249 -0
- package/dist/commands/game-scene.d.ts +69 -0
- package/dist/commands/game-scene.js +285 -0
- package/dist/commands/game-thresholds.d.ts +13 -0
- package/dist/commands/game-thresholds.js +41 -0
- package/dist/commands/game-time.d.ts +17 -0
- package/dist/commands/game-time.js +42 -0
- package/dist/commands/game-view-journal.d.ts +145 -0
- package/dist/commands/game-view-journal.js +129 -0
- package/dist/commands/game-view-map.d.ts +78 -0
- package/dist/commands/game-view-map.js +266 -0
- package/dist/commands/game-view-place.d.ts +160 -0
- package/dist/commands/game-view-place.js +388 -0
- package/dist/commands/game-world.d.ts +60 -0
- package/dist/commands/game-world.js +204 -0
- package/dist/commands/image.d.ts +19 -0
- package/dist/commands/image.js +185 -0
- package/dist/commands/index.d.ts +3 -0
- package/dist/commands/index.js +57 -0
- package/dist/commands/init.d.ts +23 -0
- package/dist/commands/init.js +44 -0
- package/dist/commands/install.d.ts +23 -0
- package/dist/commands/install.js +68 -0
- package/dist/commands/instructions.d.ts +4 -0
- package/dist/commands/instructions.js +97 -0
- package/dist/commands/mode.d.ts +23 -0
- package/dist/commands/mode.js +84 -0
- package/dist/commands/mood.d.ts +34 -0
- package/dist/commands/mood.js +113 -0
- package/dist/commands/move.d.ts +34 -0
- package/dist/commands/move.js +274 -0
- package/dist/commands/notes.d.ts +10 -0
- package/dist/commands/notes.js +37 -0
- package/dist/commands/page-counters.d.ts +24 -0
- package/dist/commands/page-counters.js +84 -0
- package/dist/commands/parts.d.ts +16 -0
- package/dist/commands/parts.js +49 -0
- package/dist/commands/problems.d.ts +5 -0
- package/dist/commands/problems.js +47 -0
- package/dist/commands/progression.d.ts +68 -0
- package/dist/commands/progression.js +206 -0
- package/dist/commands/rename.d.ts +16 -0
- package/dist/commands/rename.js +116 -0
- package/dist/commands/reveal.d.ts +25 -0
- package/dist/commands/reveal.js +193 -0
- package/dist/commands/roll.d.ts +56 -0
- package/dist/commands/roll.js +302 -0
- package/dist/commands/route.d.ts +19 -0
- package/dist/commands/route.js +110 -0
- package/dist/commands/rules.d.ts +48 -0
- package/dist/commands/rules.js +194 -0
- package/dist/commands/save.d.ts +68 -0
- package/dist/commands/save.js +141 -0
- package/dist/commands/scene.d.ts +105 -0
- package/dist/commands/scene.js +741 -0
- package/dist/commands/sheet.d.ts +136 -0
- package/dist/commands/sheet.js +445 -0
- package/dist/commands/show.d.ts +76 -0
- package/dist/commands/show.js +216 -0
- package/dist/commands/status.d.ts +54 -0
- package/dist/commands/status.js +291 -0
- package/dist/commands/translate.d.ts +23 -0
- package/dist/commands/translate.js +108 -0
- package/dist/commands/travel.d.ts +47 -0
- package/dist/commands/travel.js +457 -0
- package/dist/commands/validate.d.ts +4 -0
- package/dist/commands/validate.js +25 -0
- package/dist/commands/view.d.ts +272 -0
- package/dist/commands/view.js +623 -0
- package/dist/commands/worked-out.d.ts +116 -0
- package/dist/commands/worked-out.js +704 -0
- package/dist/commands/write.d.ts +51 -0
- package/dist/commands/write.js +1017 -0
- package/dist/core/command-reference.d.ts +6 -0
- package/dist/core/command-reference.js +47 -0
- package/dist/core/context.d.ts +140 -0
- package/dist/core/context.js +28 -0
- package/dist/core/field-kind.d.ts +6 -0
- package/dist/core/field-kind.js +5 -0
- package/dist/core/files.d.ts +4 -0
- package/dist/core/files.js +30 -0
- package/dist/core/formula.d.ts +164 -0
- package/dist/core/formula.js +590 -0
- package/dist/core/frozen.d.ts +2 -0
- package/dist/core/frozen.js +11 -0
- package/dist/core/length.d.ts +27 -0
- package/dist/core/length.js +49 -0
- package/dist/core/log.d.ts +27 -0
- package/dist/core/log.js +38 -0
- package/dist/core/memo.d.ts +2 -0
- package/dist/core/memo.js +17 -0
- package/dist/core/mood.d.ts +6 -0
- package/dist/core/mood.js +11 -0
- package/dist/core/problem.d.ts +6 -0
- package/dist/core/problem.js +1 -0
- package/dist/core/progression-rule.d.ts +21 -0
- package/dist/core/progression-rule.js +2 -0
- package/dist/core/registry.d.ts +31 -0
- package/dist/core/registry.js +25 -0
- package/dist/core/session-store.d.ts +90 -0
- package/dist/core/session-store.js +289 -0
- package/dist/core/store.d.ts +83 -0
- package/dist/core/store.js +224 -0
- package/dist/core/text.d.ts +12 -0
- package/dist/core/text.js +32 -0
- package/dist/core/version.d.ts +2 -0
- package/dist/core/version.js +6 -0
- package/dist/core/yaml-file.d.ts +10 -0
- package/dist/core/yaml-file.js +42 -0
- package/dist/counters/counter.d.ts +36 -0
- package/dist/counters/counter.js +59 -0
- package/dist/counters/index.d.ts +1 -0
- package/dist/counters/index.js +2 -0
- package/dist/dashboard/address.js +43 -0
- package/dist/dashboard/api.js +185 -0
- package/dist/dashboard/app.js +217 -0
- package/dist/dashboard/asked.js +132 -0
- package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
- package/dist/dashboard/assets/dice/dice.glb +0 -0
- package/dist/dashboard/assets/dice/dice.json +1 -0
- package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
- package/dist/dashboard/assets/favicon.svg +7 -0
- package/dist/dashboard/assets/icon-180.png +0 -0
- package/dist/dashboard/assets/icon-32.png +0 -0
- package/dist/dashboard/assets/master.svg +71 -0
- package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
- package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
- package/dist/dashboard/card.js +61 -0
- package/dist/dashboard/columns.js +37 -0
- package/dist/dashboard/combat.js +72 -0
- package/dist/dashboard/data.js +3 -0
- package/dist/dashboard/dice/burn.js +200 -0
- package/dist/dashboard/dice/celebration.js +199 -0
- package/dist/dashboard/dice/floor-cracks.js +149 -0
- package/dist/dashboard/dice/frost.js +51 -0
- package/dist/dashboard/dice/load.js +66 -0
- package/dist/dashboard/dice/models.js +138 -0
- package/dist/dashboard/dice/pool.js +49 -0
- package/dist/dashboard/dice/roller.js +101 -0
- package/dist/dashboard/dice/sets.js +49 -0
- package/dist/dashboard/dice/sounds.js +102 -0
- package/dist/dashboard/dice/stage.js +355 -0
- package/dist/dashboard/dice/throw.js +242 -0
- package/dist/dashboard/dice/tray.js +365 -0
- package/dist/dashboard/faces.js +16 -0
- package/dist/dashboard/footer.js +17 -0
- package/dist/dashboard/free-rolls.js +41 -0
- package/dist/dashboard/game-words.js +164 -0
- package/dist/dashboard/glass.js +12 -0
- package/dist/dashboard/guide/ar.md +308 -0
- package/dist/dashboard/guide/cs.md +308 -0
- package/dist/dashboard/guide/da.md +308 -0
- package/dist/dashboard/guide/de.md +308 -0
- package/dist/dashboard/guide/el.md +308 -0
- package/dist/dashboard/guide/en.md +307 -0
- package/dist/dashboard/guide/es.md +308 -0
- package/dist/dashboard/guide/fi.md +308 -0
- package/dist/dashboard/guide/fr.md +308 -0
- package/dist/dashboard/guide/he.md +308 -0
- package/dist/dashboard/guide/hi.md +308 -0
- package/dist/dashboard/guide/hu.md +308 -0
- package/dist/dashboard/guide/is.md +308 -0
- package/dist/dashboard/guide/it.md +308 -0
- package/dist/dashboard/guide/ja.md +308 -0
- package/dist/dashboard/guide/ko.md +308 -0
- package/dist/dashboard/guide/nb.md +308 -0
- package/dist/dashboard/guide/nl.md +308 -0
- package/dist/dashboard/guide/pl.md +308 -0
- package/dist/dashboard/guide/pt.md +308 -0
- package/dist/dashboard/guide/ro.md +308 -0
- package/dist/dashboard/guide/ru.md +308 -0
- package/dist/dashboard/guide/sv.md +308 -0
- package/dist/dashboard/guide/tr.md +308 -0
- package/dist/dashboard/guide/uk.md +308 -0
- package/dist/dashboard/guide/zh.md +308 -0
- package/dist/dashboard/guide-blocks.js +72 -0
- package/dist/dashboard/guide-markdown.js +63 -0
- package/dist/dashboard/help.js +92 -0
- package/dist/dashboard/i18n/ar.json +670 -0
- package/dist/dashboard/i18n/cs.json +670 -0
- package/dist/dashboard/i18n/da.json +670 -0
- package/dist/dashboard/i18n/de.json +670 -0
- package/dist/dashboard/i18n/el.json +670 -0
- package/dist/dashboard/i18n/es.json +670 -0
- package/dist/dashboard/i18n/fi.json +670 -0
- package/dist/dashboard/i18n/fr.json +670 -0
- package/dist/dashboard/i18n/he.json +670 -0
- package/dist/dashboard/i18n/hi.json +670 -0
- package/dist/dashboard/i18n/hu.json +670 -0
- package/dist/dashboard/i18n/is.json +670 -0
- package/dist/dashboard/i18n/it.json +670 -0
- package/dist/dashboard/i18n/ja.json +670 -0
- package/dist/dashboard/i18n/ko.json +670 -0
- package/dist/dashboard/i18n/nb.json +670 -0
- package/dist/dashboard/i18n/nl.json +670 -0
- package/dist/dashboard/i18n/pl.json +670 -0
- package/dist/dashboard/i18n/pt.json +670 -0
- package/dist/dashboard/i18n/ro.json +670 -0
- package/dist/dashboard/i18n/ru.json +670 -0
- package/dist/dashboard/i18n/sv.json +670 -0
- package/dist/dashboard/i18n/tr.json +670 -0
- package/dist/dashboard/i18n/uk.json +670 -0
- package/dist/dashboard/i18n/zh.json +670 -0
- package/dist/dashboard/icons.js +123 -0
- package/dist/dashboard/journal.js +188 -0
- package/dist/dashboard/labels.js +226 -0
- package/dist/dashboard/language-choice.js +83 -0
- package/dist/dashboard/languages.js +144 -0
- package/dist/dashboard/layout.js +93 -0
- package/dist/dashboard/map-sheet.js +32 -0
- package/dist/dashboard/map-symbols.js +79 -0
- package/dist/dashboard/markdown.js +72 -0
- package/dist/dashboard/master.js +69 -0
- package/dist/dashboard/mood-faces.js +16 -0
- package/dist/dashboard/mood.js +27 -0
- package/dist/dashboard/notes.js +203 -0
- package/dist/dashboard/notices.js +24 -0
- package/dist/dashboard/pages.js +32 -0
- package/dist/dashboard/party.js +65 -0
- package/dist/dashboard/place-map-view.js +362 -0
- package/dist/dashboard/place-map.js +204 -0
- package/dist/dashboard/prefs.js +97 -0
- package/dist/dashboard/reactions.js +28 -0
- package/dist/dashboard/requested.js +32 -0
- package/dist/dashboard/rolls.js +240 -0
- package/dist/dashboard/saves.js +154 -0
- package/dist/dashboard/scene.js +63 -0
- package/dist/dashboard/settings.js +362 -0
- package/dist/dashboard/setup.js +195 -0
- package/dist/dashboard/sheet.js +180 -0
- package/dist/dashboard/status.js +42 -0
- package/dist/dashboard/story.js +51 -0
- package/dist/dashboard/style.css +9355 -0
- package/dist/dashboard/text.js +158 -0
- package/dist/dashboard/theme.js +32 -0
- package/dist/dashboard/top.js +156 -0
- package/dist/dashboard/widgets.js +69 -0
- package/dist/dashboard/world-map.js +523 -0
- package/dist/dashboard/world.js +357 -0
- package/dist/dashboard-server.d.ts +38 -0
- package/dist/dashboard-server.js +818 -0
- package/dist/dice/evaluate.d.ts +30 -0
- package/dist/dice/evaluate.js +90 -0
- package/dist/dice/format.d.ts +3 -0
- package/dist/dice/format.js +26 -0
- package/dist/dice/index.d.ts +4 -0
- package/dist/dice/index.js +5 -0
- package/dist/dice/notation.d.ts +43 -0
- package/dist/dice/notation.js +132 -0
- package/dist/dice/proof.d.ts +4 -0
- package/dist/dice/proof.js +12 -0
- package/dist/dice/roll-dice.d.ts +29 -0
- package/dist/dice/roll-dice.js +43 -0
- package/dist/dice/words.d.ts +12 -0
- package/dist/dice/words.js +21 -0
- package/dist/effects/effect.d.ts +57 -0
- package/dist/effects/effect.js +123 -0
- package/dist/effects/index.d.ts +1 -0
- package/dist/effects/index.js +2 -0
- package/dist/grid/grid.d.ts +53 -0
- package/dist/grid/grid.js +151 -0
- package/dist/grid/index.d.ts +2 -0
- package/dist/grid/index.js +2 -0
- package/dist/grid/paths.d.ts +27 -0
- package/dist/grid/paths.js +128 -0
- package/dist/images/images.d.ts +26 -0
- package/dist/images/images.js +74 -0
- package/dist/images/index.d.ts +1 -0
- package/dist/images/index.js +2 -0
- package/dist/index.d.ts +1 -0
- package/dist/index.js +1 -0
- package/dist/instructions/index.d.ts +17 -0
- package/dist/instructions/index.js +48 -0
- package/dist/map/geometry.d.ts +22 -0
- package/dist/map/geometry.js +66 -0
- package/dist/map/index.d.ts +3 -0
- package/dist/map/index.js +5 -0
- package/dist/map/looks.d.ts +9 -0
- package/dist/map/looks.js +57 -0
- package/dist/map/ways.d.ts +36 -0
- package/dist/map/ways.js +78 -0
- package/dist/mcp-server.d.ts +22 -0
- package/dist/mcp-server.js +289 -0
- package/dist/money/index.d.ts +1 -0
- package/dist/money/index.js +2 -0
- package/dist/money/money.d.ts +48 -0
- package/dist/money/money.js +218 -0
- package/dist/page-words.d.ts +46 -0
- package/dist/page-words.js +221 -0
- package/dist/pages/check.d.ts +9 -0
- package/dist/pages/check.js +345 -0
- package/dist/pages/containers.d.ts +34 -0
- package/dist/pages/containers.js +181 -0
- package/dist/pages/environment.d.ts +26 -0
- package/dist/pages/environment.js +118 -0
- package/dist/pages/index.d.ts +15 -0
- package/dist/pages/index.js +16 -0
- package/dist/pages/inheritance.d.ts +80 -0
- package/dist/pages/inheritance.js +260 -0
- package/dist/pages/maps.d.ts +11 -0
- package/dist/pages/maps.js +14 -0
- package/dist/pages/markdown.d.ts +59 -0
- package/dist/pages/markdown.js +271 -0
- package/dist/pages/page-file.d.ts +26 -0
- package/dist/pages/page-file.js +166 -0
- package/dist/pages/page-types.d.ts +17 -0
- package/dist/pages/page-types.js +18 -0
- package/dist/pages/positions.d.ts +11 -0
- package/dist/pages/positions.js +23 -0
- package/dist/pages/rename-page.d.ts +39 -0
- package/dist/pages/rename-page.js +109 -0
- package/dist/pages/roads.d.ts +11 -0
- package/dist/pages/roads.js +40 -0
- package/dist/pages/standard-fields.d.ts +31 -0
- package/dist/pages/standard-fields.js +142 -0
- package/dist/pages/system-pages.d.ts +35 -0
- package/dist/pages/system-pages.js +98 -0
- package/dist/pages/world.d.ts +174 -0
- package/dist/pages/world.js +349 -0
- package/dist/pages/write-page.d.ts +27 -0
- package/dist/pages/write-page.js +311 -0
- package/dist/pictures/briefs.d.ts +25 -0
- package/dist/pictures/briefs.js +145 -0
- package/dist/pictures/chosen.d.ts +5 -0
- package/dist/pictures/chosen.js +21 -0
- package/dist/pictures/claude.d.ts +14 -0
- package/dist/pictures/claude.js +129 -0
- package/dist/pictures/codex.d.ts +20 -0
- package/dist/pictures/codex.js +154 -0
- package/dist/pictures/helpers.d.ts +26 -0
- package/dist/pictures/helpers.js +219 -0
- package/dist/pictures/index.d.ts +6 -0
- package/dist/pictures/index.js +8 -0
- package/dist/pictures/stop.d.ts +3 -0
- package/dist/pictures/stop.js +10 -0
- package/dist/pictures/svg.d.ts +4 -0
- package/dist/pictures/svg.js +129 -0
- package/dist/player-notes/index.d.ts +1 -0
- package/dist/player-notes/index.js +2 -0
- package/dist/player-notes/notes.d.ts +21 -0
- package/dist/player-notes/notes.js +50 -0
- package/dist/progression/index.d.ts +1 -0
- package/dist/progression/index.js +1 -0
- package/dist/progression/level-table.d.ts +41 -0
- package/dist/progression/level-table.js +123 -0
- package/dist/rules/index.d.ts +3 -0
- package/dist/rules/index.js +4 -0
- package/dist/rules/rule-book.d.ts +31 -0
- package/dist/rules/rule-book.js +157 -0
- package/dist/rules/search.d.ts +18 -0
- package/dist/rules/search.js +101 -0
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- package/systems/5e/world/topics/Shield of Faith.md +13 -0
- package/systems/5e/world/topics/Shillelagh.md +12 -0
- package/systems/5e/world/topics/Shocking Grasp.md +14 -0
- package/systems/5e/world/topics/Silence.md +14 -0
- package/systems/5e/world/topics/Silent Image.md +17 -0
- package/systems/5e/world/topics/Simulacrum.md +18 -0
- package/systems/5e/world/topics/Sleep.md +18 -0
- package/systems/5e/world/topics/Sleet Storm.md +17 -0
- package/systems/5e/world/topics/Slow.md +19 -0
- package/systems/5e/world/topics/Sorcerer Spells.md +155 -0
- package/systems/5e/world/topics/Sorcerer.md +166 -0
- package/systems/5e/world/topics/Spare the Dying.md +12 -0
- package/systems/5e/world/topics/Speak with Animals.md +13 -0
- package/systems/5e/world/topics/Speak with Dead.md +14 -0
- package/systems/5e/world/topics/Speak with Plants.md +20 -0
- package/systems/5e/world/topics/Spider Climb.md +13 -0
- package/systems/5e/world/topics/Spike Growth.md +15 -0
- package/systems/5e/world/topics/Spirit Guardians.md +17 -0
- package/systems/5e/world/topics/Spiritual Weapon.md +18 -0
- package/systems/5e/world/topics/Stinking Cloud.md +17 -0
- package/systems/5e/world/topics/Stone Shape.md +12 -0
- package/systems/5e/world/topics/Stoneskin.md +13 -0
- package/systems/5e/world/topics/Storm of Vengeance.md +23 -0
- package/systems/5e/world/topics/Suggestion.md +19 -0
- package/systems/5e/world/topics/Sunbeam.md +17 -0
- package/systems/5e/world/topics/Sunburst.md +16 -0
- package/systems/5e/world/topics/Symbol.md +36 -0
- package/systems/5e/world/topics/Telekinesis.md +23 -0
- package/systems/5e/world/topics/Telepathic Bond.md +15 -0
- package/systems/5e/world/topics/Teleport.md +38 -0
- package/systems/5e/world/topics/Teleportation Circle.md +16 -0
- package/systems/5e/world/topics/Thaumaturgy.md +21 -0
- package/systems/5e/world/topics/The Fiend.md +47 -0
- package/systems/5e/world/topics/Thief.md +24 -0
- package/systems/5e/world/topics/Thunderwave.md +16 -0
- package/systems/5e/world/topics/Time Stop.md +14 -0
- package/systems/5e/world/topics/Tiny Hut.md +17 -0
- package/systems/5e/world/topics/Tongues.md +12 -0
- package/systems/5e/world/topics/Transport via Plants.md +12 -0
- package/systems/5e/world/topics/Tree Stride.md +15 -0
- package/systems/5e/world/topics/True Polymorph.md +29 -0
- package/systems/5e/world/topics/True Resurrection.md +16 -0
- package/systems/5e/world/topics/True Seeing.md +12 -0
- package/systems/5e/world/topics/True Strike.md +13 -0
- package/systems/5e/world/topics/Unseen Servant.md +17 -0
- package/systems/5e/world/topics/Vampiric Touch.md +15 -0
- package/systems/5e/world/topics/Vicious Mockery.md +14 -0
- package/systems/5e/world/topics/Wall of Fire.md +19 -0
- package/systems/5e/world/topics/Wall of Force.md +15 -0
- package/systems/5e/world/topics/Wall of Ice.md +19 -0
- package/systems/5e/world/topics/Wall of Stone.md +23 -0
- package/systems/5e/world/topics/Wall of Thorns.md +19 -0
- package/systems/5e/world/topics/Warding Bond.md +14 -0
- package/systems/5e/world/topics/Warlock Spells.md +99 -0
- package/systems/5e/world/topics/Warlock.md +283 -0
- package/systems/5e/world/topics/Water Breathing.md +13 -0
- package/systems/5e/world/topics/Water Walk.md +15 -0
- package/systems/5e/world/topics/Way of the Open Hand.md +25 -0
- package/systems/5e/world/topics/Web.md +21 -0
- package/systems/5e/world/topics/Weird.md +13 -0
- package/systems/5e/world/topics/Wind Walk.md +14 -0
- package/systems/5e/world/topics/Wind Wall.md +17 -0
- package/systems/5e/world/topics/Wish.md +26 -0
- package/systems/5e/world/topics/Wizard Spells.md +239 -0
- package/systems/5e/world/topics/Wizard.md +141 -0
- package/systems/5e/world/topics/Word of Recall.md +14 -0
- package/systems/5e/world/topics/Zone of Truth.md +14 -0
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---
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category: class
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spellcasting: half
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spell-save-dc: "8 + proficiency + cha-mod + table(half-caster-start, item(classes, Paladin)) + bonus-spell-dc"
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spell-attack: "proficiency + cha-mod + table(half-caster-start, item(classes, Paladin)) + bonus-spell-attack"
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max-prepared: "max(1, cha-mod + floor(item(classes, Paladin) / 2)) + table(half-caster-start, item(classes, Paladin))"
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hit-die: d10
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save-proficiencies: [wis, cha]
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armor-proficiencies: [all armor, shields]
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weapon-proficiencies: [simple weapons, martial weapons]
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---
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**The Paladin**
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| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
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|---|---|---|---|---|---|---|---|
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| 1st | +2 | Divine Sense, Lay on Hands | — | — | — | — | — |
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| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | — | — | — | — |
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| 3rd | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — |
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| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
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| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
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| 6th | +3 | Aura of Protection | 4 | 2 | — | — | — |
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| 7th | +3 | Sacred Oath feature | 4 | 3 | — | — | — |
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| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
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| 9th | +4 | — | 4 | 3 | 2 | — | — |
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| 10th | +4 | Aura of Courage | 4 | 3 | 2 | — | — |
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| 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — |
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| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
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| 13th | +5 | — | 4 | 3 | 3 | 1 | — |
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| 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
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| 15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | — |
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| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
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| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
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| 18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
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| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
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| 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
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## Class Features
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As a paladin, you gain the following class features.
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### Hit Points
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**Hit Dice:** 1d10 per paladin level
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**Hit Points at 1st Level:** 10 + your Constitution modifier
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**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st
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### Proficiencies
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**Armor:** All armor, shields
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**Weapons:** Simple weapons, martial weapons
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**Tools:** None
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**Saving Throws:** Wisdom, Charisma
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**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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### Equipment
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You start with the following equipment, in addition to the equipment granted by your background:
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- (*a*) a martial weapon and a shield or (*b*) two martial weapons
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- (*a*) five javelins or (*b*) any simple melee weapon
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- (*a*) a priest's pack or (*b*) an explorer's pack
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- Chain mail and a holy symbol
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### Divine Sense
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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.
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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.
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### Lay on Hands
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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.
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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.
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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.
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This feature has no effect on undead and constructs.
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### Fighting Style
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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.
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#### Defense
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While you are wearing armor, you gain a +1 bonus to AC.
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#### Dueling
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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.
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#### Great Weapon Fighting
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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.
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#### Protection
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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.
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### Spellcasting
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By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
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#### Preparing and Casting Spells
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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.
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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.
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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.
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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.
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#### Spellcasting Ability
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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.
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**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
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**Spell attack modifier** = your proficiency bonus + your Charisma modifier
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#### Spellcasting Focus
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You can use a holy symbol as a spellcasting focus for your paladin spells.
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### Divine Smite
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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.
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### Divine Health
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By 3rd level, the divine magic flowing through you makes you immune to disease.
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### Sacred Oath
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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.
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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.
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#### Oath Spells
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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.
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If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
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#### Channel Divinity
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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.
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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.
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Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
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### Ability Score Improvement
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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.
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### Extra Attack
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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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### Aura of Protection
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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.
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At 18th level, the range of this aura increases to 30 feet.
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### Aura of Courage
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Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
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At 18th level, the range of this aura increases to 30 feet.
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### Improved Divine Smite
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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.
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### Cleansing Touch
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Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
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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.
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## Sacred Oaths
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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.
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## Breaking Your Oath
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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.
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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.
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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.
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---
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category: spell
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spell-level: 2
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school: abjuration
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casting-time: 1 action
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range: Self
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components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
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duration: Concentration, up to 1 hour
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concentration: true
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spell-lists: [Druid, Ranger]
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---
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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.
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---
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category: spell
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spell-level: 5
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school: transmutation
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casting-time: 1 action
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range: 30 feet
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components: V, S, M (a pinch of sesame seeds)
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duration: 1 hour
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spell-lists: [Wizard]
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---
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+
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.
|
|
@@ -0,0 +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.
|
|
@@ -0,0 +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.
|
|
@@ -0,0 +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.
|
|
@@ -0,0 +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.
|
|
@@ -0,0 +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.
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 7
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Touch
|
|
7
|
+
components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Cleric, Druid, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
|
|
13
|
+
|
|
14
|
+
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
|
|
15
|
+
|
|
16
|
+
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: transmutation
|
|
5
|
+
casting-time: 1 action or 8 hours
|
|
6
|
+
range: 150 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Bard, Druid, Ranger]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
|
|
13
|
+
|
|
14
|
+
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
|
|
15
|
+
|
|
16
|
+
You can exclude one or more areas of any size within the spell’s area from being affected.
|
|
17
|
+
|
|
18
|
+
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 0
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 10 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Druid, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
|
|
13
|
+
|
|
14
|
+
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 4
|
|
4
|
+
school: transmutation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 60 feet
|
|
7
|
+
components: V, S, M (a caterpillar cocoon)
|
|
8
|
+
duration: Concentration, up to 1 hour
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Bard, Druid, Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
|
|
14
|
+
|
|
15
|
+
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
|
|
16
|
+
|
|
17
|
+
The target assumes the hit points of its new form. When it reverts to its normal form, the creature 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.
|
|
18
|
+
|
|
19
|
+
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
|
|
20
|
+
|
|
21
|
+
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 9
|
|
4
|
+
school: enchantment
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 60 feet
|
|
7
|
+
components: V
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Bard, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 8
|
|
4
|
+
school: enchantment
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 60 feet
|
|
7
|
+
components: V
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Bard, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
|
|
13
|
+
|
|
14
|
+
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 2
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 10 minutes
|
|
6
|
+
range: 30 feet
|
|
7
|
+
components: V
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Cleric]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
|
|
13
|
+
|
|
14
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 0
|
|
4
|
+
school: transmutation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 10 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Up to 1 hour
|
|
9
|
+
spell-lists: [Bard, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
|
|
13
|
+
|
|
14
|
+
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
|
|
15
|
+
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
|
|
16
|
+
- You instantaneously clean or soil an object no larger than 1 cubic foot.
|
|
17
|
+
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
|
|
18
|
+
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
|
|
19
|
+
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
|
|
20
|
+
|
|
21
|
+
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
|
|
@@ -0,0 +1,28 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 7
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Self (60-foot cone)
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
|
|
13
|
+
|
|
14
|
+
***1. Red.*** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
|
|
15
|
+
|
|
16
|
+
***2. Orange.*** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
|
|
17
|
+
|
|
18
|
+
***3. Yellow.*** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
|
|
19
|
+
|
|
20
|
+
***4. Green.*** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
|
|
21
|
+
|
|
22
|
+
***5. Blue.*** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
|
|
23
|
+
|
|
24
|
+
***6. Indigo.*** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
|
|
25
|
+
|
|
26
|
+
***7. Violet.*** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
|
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27
|
+
|
|
28
|
+
***8. Special.*** The target is struck by two rays. Roll twice more, rerolling any 8.
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@@ -0,0 +1,34 @@
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|
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1
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+
---
|
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2
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+
category: spell
|
|
3
|
+
spell-level: 9
|
|
4
|
+
school: abjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 60 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: 10 minutes
|
|
9
|
+
spell-lists: [Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
|
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13
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+
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14
|
+
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
|
|
15
|
+
|
|
16
|
+
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
|
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17
|
+
|
|
18
|
+
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.
|
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19
|
+
|
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20
|
+
***1. Red.*** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
|
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21
|
+
|
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22
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+
***2. Orange.*** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
|
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23
|
+
|
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24
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+
***3. Yellow.*** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
|
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25
|
+
|
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26
|
+
***4. Green.*** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
|
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27
|
+
|
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28
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+
***5. Blue.*** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
|
|
29
|
+
|
|
30
|
+
***6. Indigo.*** On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.
|
|
31
|
+
|
|
32
|
+
While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
|
|
33
|
+
|
|
34
|
+
***7. Violet.*** On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
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@@ -0,0 +1,25 @@
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|
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1
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+
---
|
|
2
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+
category: spell
|
|
3
|
+
spell-level: 4
|
|
4
|
+
school: abjuration
|
|
5
|
+
casting-time: 10 minutes
|
|
6
|
+
range: 120 feet
|
|
7
|
+
components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
|
|
8
|
+
duration: 24 hours
|
|
9
|
+
spell-lists: [Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
|
|
13
|
+
|
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14
|
+
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
|
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15
|
+
|
|
16
|
+
- Sound can’t pass through the barrier at the edge of the warded area.
|
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17
|
+
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
|
|
18
|
+
- Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
|
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19
|
+
- Creatures in the area can’t be targeted by divination spells.
|
|
20
|
+
- Nothing can teleport into or out of the warded area.
|
|
21
|
+
- Planar travel is blocked within the warded area.
|
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22
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+
|
|
23
|
+
Casting this spell on the same spot every day for a year makes this effect permanent.
|
|
24
|
+
|
|
25
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
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|
@@ -0,0 +1,16 @@
|
|
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1
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+
---
|
|
2
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+
category: spell
|
|
3
|
+
spell-level: 0
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Self
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: 10 minutes
|
|
9
|
+
spell-lists: [Druid]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
|
|
13
|
+
|
|
14
|
+
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
|
|
15
|
+
|
|
16
|
+
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
|
@@ -0,0 +1,18 @@
|
|
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1
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+
---
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|
2
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+
category: spell
|
|
3
|
+
spell-level: 6
|
|
4
|
+
school: illusion
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 120 feet
|
|
7
|
+
components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
|
|
8
|
+
duration: Until dispelled
|
|
9
|
+
spell-lists: [Bard, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
|
|
13
|
+
|
|
14
|
+
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
|
|
15
|
+
|
|
16
|
+
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
|
|
17
|
+
|
|
18
|
+
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
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|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 7
|
|
4
|
+
school: illusion
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 500 miles
|
|
7
|
+
components: V, S, M (a small replica of you made from materials worth at least 5 gp)
|
|
8
|
+
duration: Concentration, up to 1 day
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Bard, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
|
|
14
|
+
|
|
15
|
+
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
|
|
16
|
+
|
|
17
|
+
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
|
|
18
|
+
|
|
19
|
+
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: abjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Touch
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 1 hour
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Cleric, Druid, Ranger, Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 1
|
|
4
|
+
school: abjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Touch
|
|
7
|
+
components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
|
|
8
|
+
duration: Concentration up to 10 minutes
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Cleric, Paladin, Warlock, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
|
|
14
|
+
|
|
15
|
+
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
|